Tuesday, 13 September 2022

Zolla the Eye

Zolla the Eye: Init +0; Atk Spell; AC 17; HD 6d6; hp 20; MV 20’; Act 3d20; SP Infravision 300’, telepathy, spellcasting, mind-bending appearance; SV Fort +3, Ref +1, Will +10; AL C.

            Spells (+10 bonus to spell check): Charm person, detect evil, detect invisible, detect magic, Ekim’s mystical mask, ESP, forget, knock, locate object, magic shield, mirror image, planar step, scare, sleep, slow, and wizard sense.

Zolla the Eye is one of the strangest beings in existence – an enormous eyeball supported by two sets of legs (one male, and one female), with over a dozen tentacles ending in hands. The curtain-like cloth it uses to cover its body hides something even Weirder and more grotesque. Should you catch a glimpse of it – and Zolla will never intentionally let that happen – you must succeed in a DC 17 Will save or retch for the next 2d6 rounds, being able to take no other action. At the end of this period, you must succeed in a DC 12 Will save or permanently lose 1d3 points of Intelligence and Personality. Some things are not meant to be seen, and can scar you for life.

Zolla the Eye casts spells as a wizard, with a +10 bonus to their spell check. They are not able to spellburn, but can use all three Action Dice for spells due to their numerous hands.

It is said that what Zolla wants, Zolla gets….but just what does Zolla want? When Zolla the Eye is encountered, roll 1d5 to find out!

1d5

What Zolla Wants

1

Reproduction! This requires both a male and a female subject, to be painfully…blended…into a new creature similar to Zolla the Eye. The process takes several days.

2

Entertainment! Zolla the Eye seeks distraction from their boredom. There is a 50% chance that entertaining them will be rewarded, and a 50% chance that Zolla will seek to charm and abduct the entertainer(s) instead. When encountering the less-than-entertaining, there is a 75% chance that Zolla will simply ignore them, and a 25% chance that the Eye will seek to kill them instead.

3

Treasure! There is some specific object that Zolla wants or needs. It may even seem mundane on our plane, although it is potent where Zolla the Eye resides. There is a 25% chance that the PCs have this item.

4

Assistance! Zolla is looking for someone to help them do something. The job takes 1d6 days, and consists of (roll 1d5): (1) Trimming Zolla’s toenails, (2) helping brew something nasty and tarlike, (3) putting Zolla’s library of trashy novels into some semblance of order, (4) being the guinea pig for some horrendous experiment (Fort DC 10 to survive, gain 1d4 XP if successful), or (5) turn pages so Zolla can read some of those trashy novels; their arms are ridiculously short. Helping Zolla results in (roll 1d3): (1) Payment equal to 2d50 gp, (2) the Eye is willing to cast a spell for the assistant, which may be banked for up to a year, or (3) nothing; helping Zolla is it’s own reward!

5

Psychopathic Tendencies! Zolla just wants to kill someone, then take the body back to be stuffed and mounted in their private collection.

 

 

Saturday, 10 September 2022

Let’s Convert the Fiend Folio: Kenku, Khargra, and Killmoulis

And here I paused and drew a deep breath, because the Kenku at least is a beloved creature that I simply did not want to get wrong. In the end, I just stayed as close to the original as possible. You can find a Kenku class here, and the closely related Tengu can be found here.

None of these creatures this time is evil, and the Killmoulis (which I love) are more flavor than anything else – unless the PCs keep a dog or cat in a mill, it is hard to see where a conflict would arise. On the other hand, Kenku have good-natured conflict built into them. When I was running AD&D, the fact that you could resolve a conflict with Kenku without weapons allowed me to write a sole 1st level adventure using these creatures. The goal: deliver a kidnapped child. You could completely fail (did not get child, lost ransom) or magnificently succeed (return with both child and ransom), but such an adventure allowed the player to shine, even if their character was extremely squishy.

The Khargra isn’t evil either, but the creator (Lawrence Schick) certainly created a wicked challenge!   Now it is a challenge that your Dungeon Crawl Classics characters may face. Because their goal isn’t your flesh and blood, but perhaps that pound of mithral you’re carrying, as tough as they are, the Khargra could even find their place within a funnel adventure! The Erol Otus illustration is also a treat!

 

 

Kenku

Kenku: Init +3; Atk Claw +2 melee (1d3) or beak +1 melee (1d5) or by weapon +3 melee or ranged (by weapon) or spell; AC 15; HD 2d6 or more; MV 20’ or fly 50’; Act 1d20; SP Thief skills, telepathy, spells and magical powers by Hit Dice; SV Fort +1, Ref +5, Will +0; AL N.
            Thief skills: Backstab +5, Sneak Silently +6, Hide In Shadows +4, Pick Pocket +2, Climb Sheer Surfaces +4, Pick Lock +4, Find Trap +4, Disable Trap +2, Forge Document +1, Disguise Self +8, Read Languages +1, Handle Poison +5, Cast Spell From Scroll (d10+1).

Kenku are a magical race of humanoid birds. They are mischievous, and enjoy playing tricks on humans, but do not usually intend to kill their victims. The average kenku has 2 Hit Dice, but if there are more than two encountered, half of their number (rounding down) have an additional Hit Die. In groups of six or more, one usually has 4 Hit Dice, and groups of 8 or more usually have a supreme leader with 5 Hit Dice. They communicate with each other telepathically, and usually avoid communicating with others except nonverbally.

All kenku have thief abilities, but older kenku also have magical powers, starting at 3 Hit Dice. A 3 Hit Die kenku has a single wizard spell (50% magic missile; otherwise determine randomly). They have the innate ability to change their shape into another humanoid form, once every 30 days for up to 7 days. Particularly adventurous kenku have even been known to use this power to assume the likeness of a god and accept offerings from credulous worshippers!

At 4 Hit Dice, kenku gain an additional, random 1st level wizard spell. They can also turn invisible at will using an Action Die, although this ability ends as soon as they use an Action Die for any other purpose. They also have the powers of 3 Hit Die kenku.

Elder kenku who reach 5 Hit Dice have all the powers of younger kenku plus a random 2nd level wizard spell. They gain an additional +1 bonus to attack rolls and damage, a +2 to all saves, and gain an extra 1d20 Action Die. Finally, elder kenku may call a lightning strike once per day when outdoors, doing 3d8 damage (Reflex DC 15 for half; metal armor causes a -1d penalty on the dice chain to this save).

Even older kenku, with more Hit Dice and greater magical prowess, may exist if the judge so desires.

As kenku get older, their actions become less reckless, and their trickery better thought-out. They often disguise themselves as human (nose length usually gives away the deception when this fails), and favor earning ransoms from kidnapping as a source of funds.

Kenku have been known to freely give treasure but this is rarely genuine and will crumble to a valueless dust within a day. They sometimes appear helpful to humans, offering nonverbal advice, though this is usually carefully designed to mislead or tempt their victims into danger or amusing (for the kenku) difficulties. There is, however, a very small chance (5%) that the kinky are actually being helpful, so simply ignoring them is not always the right choice.

 

 

Khargra

Khargra: Init +0; Atk Claws +3 melee (fasten) or bite +3 melee (3d6); AC 23; HD 6d8; MV 5’ or swim through stone 30’; Act 1d20; SP Swim through stone, attack by surprise, fasten, devour metal, destroy weapons, immune to cold and fire, double damage from electricity; SV Fort +5, Ref +2, Will +0; AL N.

Khargra are creatures from the Elemental Plane of Earth, which occasionally pass through elemental nodes to the Lands We Know, searching for the refined metals and high-grade ores upon which they feed. They can “swim” through stone, moving along the layers of rock in small schools, riding on earth movements and the shifting of geological strata as if surfing along ocean waves. When they find a suitable vein of ore, they settle down to feed upon the material, grinding it up and, through their curious metabolic and digestive processes, actually separating out and refining the metal. The slaggy waste material is excreted and the metal is deposited in the khargra's internal reservoirs, there to be assimilated slowly into the creature’s body. Khargra naturally prefer refined metal to unrefined ore, and are attracted to metal armor, weapons, and treasure.

A khargra’s initial attack automatically achieves surprise, unless some unusual circumstance permits their targets to detect them. When attracted by a quantity of refined metal (such as when an armed and armored party come near), the creatures leap from the wall or floor of a cavern or passage like fish leaping from water, reaching target as far as 10’ away. A successful strike fastens the khargra only a large metallic objects, using strong claws (opposed Strength vs. +6 to dislodge), which they begin to devour. If the initial attack misses, the creature can use its arms to pull itself along, but must spend a round to merge again with stone.

Once it is attached, a khargra can swallow 5 pounds of metal each melee round, and need not make another attack to do so. Khargra can easily consume 100 pounds of metal, and they are sometimes (5%) able to consume 1d50 pounds more.

Khargra normally only damage fleshy creatures if they fight back, although they have been known to bite right through large creatures in order to reach a concentration of metal beyond. An opponent using a metal weapon against a non-attached khargra has the end bitten off and swallowed if they miss by 10 or more. Otherwise, they must succeed in a fasten attack before they can bite.

A dead khargra can be cut open with a sharp blade and a series of three DC 15 Strength check. Within its unique digestive system, 2d50 pounds of metal pebbles can be found, reflecting the creature's most recent diet. If the judge is uncertain what that diet was, they may roll 1d30 and consult the folllowing: (1) adamantium, (2-3) aluminum, (4-5) cobalt, (6-8) copper, (9-10) gold, (11-15) iron, (16-18) lead, (19) mithral, (20) molybdenum, (21-22) nickel, (23) platinum, (25-25) silver, (26-27) tin, (28) uranium, or (29-30) zinc. Other types of metal are, of course, possible, and the judge may mix metal types if, for example, a khargra has eaten part of a sword while in a silver mine. The risks and value of each is left the judge to determine.

 

Killmoulis

Killmoulis: Init +4; Atk None; AC 14; HD 1 hp; MV 40’; Act 1d16; SP Stealth +10, poison use, Luck bringer, 20% magic resistance; SV Fort -8, Ref +8, Will +2; AL N.

These diminutive fey are found where mortal industry is in progress, preferably one involving grain or other foodstuffs. They inhabit the areas under floors, in cracks in walls or amidst the dark rafters, and only come out when the human workers leave. Brownie-like, the killmoulis then work and otherwise make themselves useful, at the same time devouring prodigious amounts of meal, flour, grain or whatever other foodstuffs are available.

It is also an integral part of their nature to play tricks and practical jokes – certain to be destructive or harmful if the inhabitants of the place molest any of the killmoulis, but otherwise of merely irksome pranks. Killmoulis are very fast and are able to conceal themselves easily in shadowy places. They hate dogs and cats almost as much as they do rats, for these animals will attack killmoulis. The killmoulis can easily gain access to whatever poison is available nearby, but if they are unable to kill the cats, dogs, or rats threatening them, they move to another locale.

Despite the cost in food, it is considered lucky to have killmoulis in a mill, bakery, or other establishment. Each person working therein gains 1 point of Luck per killmoulis, which must be spent that day or is lost. There are usually no more than 1d6 such creatures present.

Sunday, 4 September 2022

Let’s Convert the Fiend Folio: Kamadan and Kelpie

Not every monster in the Fiend Folio is equally known and loved. One of the neat things about this project is that I can see, by looking at views per post, which monsters people come back to, and which they don’t even care about to begin with. I suspect that the Kamadan will be one of the latter. Nonetheless, I have done my best to give these creatures a playable and fun in Dungeon Crawl Classics incarnation.

The Kelpie was originally from Scottish folklore, but the creature we see here was from an AD&D module – I want to say White Plume Mountain but I am only about 90% certain of that. At some point, I might create a more folkloric version of the same. I have lowered the AC and Hit Dice of the Kelpie so that there is some chance of rescuing a poor victim that is intentionally drowning himself.




 

Kamadan

Kamadan: Init +3; Atk Bite +2 melee (1d6) or claw +3 melee (1d4) or snake head +1 melee (1d3) or breath weapon; AC 16; HD 4d8; MV 40’; Act 2d20; SP Snake heads, breath weapon; SV Fort +2; Ref +5; Will +1; AL C.


The kamadan is a large leopard with 1d4+3 snakes sprouting from its shoulders; thankfully, these serpents are not venomous, as the kamadan gets a free attack with each snake head each round. The creature also has a breath weapon which can be used once a day – a cone of invisible, sweet-smelling gas 30’ long and with a 10’ base which puts creatures to sleep for 2d6 turns unless a DC 15 Fort save is successful.

A successful Mighty Deed can be used to sever a serpent head, although these will eventually regrow.

Kamadan are only slightly more intelligent than true leopards. They can be trained if captured as cubs, and some magicians used them as guardian beasts. Trained kamadan are taught to keep their distance from those carrying some authorized sigil, because even a trained kamadan has no control over the serpents growing from its shoulders, which strike at any living thing which comes near.

Variation: Although kamadan are not venomous as a rule, the judge may decide to alter this. Some, or all, kamadan may grow venomous serpents from their shoulders, with appropriate venoms taken from Appendix P of the core rulebook (p. 446), or D50 Venomous Creatures from pages 102-103 of 50 Fantastic Functions For The D50. Judges who choose to do this are encouraged to make the change obvious – the serpents appear as the snakes whose venom they carry.

 

Kelpie

kelpie: Init +3; Atk None; AC 14; HD 3d6; MV 20’ or swim 30’; Act 1d20; SP Plant, shapechange, charm, wrap, ½ damage from fire, female immunity; SV Fort +4; Ref +4; Will +4; AL N.

Kelpies are a form of intelligent seaweed which are able to shape their bodies into any form they choose, although their substance still appears to be wet seaweed, and the effect may be grotesque. A kelpie will often assume the form of a beautiful human woman, or sometimes a horse, in order to lure men into deep waters. They cast one powerful charm spell per day, and if a DC 15 Will save is not successful, the target perceives not a lump of misshapen seaweed, but the most wonderful, perfect and desirable woman (or steed), and willingly leaps into the water to join her (or gain it). The kelpie wraps itself around the charmed man (opposed Strength vs. +2 to pull free), who attempts to inhale water and sink with the kelpie in an ecstasy of drowning. If left alone, he will happily drown and be dragged off to the kelpie’s lair to be consumed.

Even if the kelpie cannot physically reach the charmed victim, he still tries to swim downward and breathe water. Charmed victims attempting to drown themselves take 1d4 temporary Stamina damage each round, until they either surface for air or reach 0 Stamina and perish. This temporary damage is recovered if the victim is able to breathe fresh air for 1 turn. If a kelpie is killed, its spell is broken immediately.

Female characters are immune to the spell of the kelpie. Legend has it that kelpies were created by Pelagia as punishment for those men rash enough to sail the oceans without paying the goddess her proper respect. Women were not involved in these transgressions and thus did not incur Pelagia’s ill will. Others say that Olhydra, the Elemental Princess of Evil Water, created the kelpies and rendered females immune in proper regard for her own gender.

Besides the oceans and the seas, kelpies will also be found in dismal swamps and stagnant subterranean grottos; occasionally they will be found in almost any deep body of water, even those which are man-made. They can leave the water to walk on land for short periods of time. Kelpies are very cunning and will try to pickoff stragglers, lone watchmen, or tail-end members of groups if at all possible.



Tuesday, 30 August 2022

Let’s Convert the Fiend Folio: Jaculi and Jermlaine

The original Jaculi could not attack from the ground, and did not have venom. I have altered that to make the creature more than just a living trap.

The Jermlaine are one of the tricky creatures in the Fiend Folio which are too strong individually as written, but can be rewritten to make them both scale with normal folk in Dungeon Crawl Classics, yet effective against a group of adventurers. There are certain themes that recur in the various monsters of the Fiend Folio, and minuscule humanoid terrors are one of them. From a fantasy world-building lens, and from a cool adventure-building lens, these were great. However, dealing with these creatures in-game is one of the things where modern game design (and particularly the idea of swarms) allows for a better in-game experience.

If you use either of these conversions – or, for that matter, any of them in this series – I would love to hear how things go.

 



Jaculi

Jaculi: Init +3; Atk Bite -2 melee (1d3 plus venom) or launch +4 melee (1d6); AC 14; HD 1d4; MV 20’ or climb 20’; Act 1d20; SP Venom (1d4 damage plus Fort DC 12 or 2d6 additional damage), launch, camouflage; SV Fort +0, Ref +2, Will +0; AL N.

These large venomous serpents are often found together, so that it is not surprising to discover as many as twenty in the same location. The jaculi (singular and plural) are agile serpents with chameleon-like camouflage abilities that grant them a +10 bonus to hiding in arboreal regions, or even pillared halls. Although not naturally vicious, jaculi are territorial and excitable, having a 1 in 4 chance of launching at attack against anything more than a transient intrusion into their territory.

The serpent has a long muscular body and a broad, flat head with a ridge of razor-edged bone projecting at either side. It can project itself from any high point with the force and accuracy of a javelin, but once it has attacked in this manner it can only attempt to bite at ground level. To launch itself again, it must crawl away up another tree or pillar.

A successful Handle Poison check can milk 1d5 doses of venom from a jaculi, if a suitable receptacle is available.

 

 


Jermlaine

Jermlaine: Init +5; Atk Tiny weapon +2 melee or ranged (1); AC 13; HD 1 hp; MV 20’; Act 1d16; SP Infravision 60’, stealth +10, trap building; SV Fort -6, Ref +7, Will +0; AL C.

Jermlaine Swarm: Init +5; Atk Swarming weapons +2 melee (1d4); AC 15; HD 5d8; MV 20’; Act Special; SP Infravision 60’, stealth +5, swarm, nets; SV Fort -2, Ref +5, Will +2; AL C.

Jermlaine Elder: Init +4; Atk Tiny weapon +1 melee or ranged (1); AC 12; HD 1d4; MV 20’; Act 1d20; SP Infravision 60’, stealth +10, trap building, nullify magic; SV Fort -4, Ref +7, Will +4; AL C.

Jermlaine are sometimes known as jinxkins or bane-midges. They dwell in elaborate tunnel and den warrens beneath the ground, often very deep beneath the surface. They mix freely with rats of all sorts, even the giant variety, and often share an integrated system of burrows, tunnels and holes with them. Jermlain can both understand and be understood by rats, which is a source of their other nicknames: ratmen and ratkins.

Individual jermlaine are only a foot tall. Their grey-brown warty hides blend in with earth and stone, and they always dress in scraps and rags of the same hue. Jermlaine move with a scuttling gait. They are very quiet and are masters of remaining unseen. On occasion, however, if a party or individual suddenly becomes still and listens carefully, their movement or twittering, squeaking speech can be heard.

These evil runts are cowardly and attack only when it seems probable that they can overwhelm victims without serious opposition. Jermlaine swarms thus waylay weakened and wounded parties or single individuals who are unwary, asleep, etc. In little-used passages, these nasty creatures laboriously prepare pits covered by camouflaged trapdoors, or string overhead nets entwined with silk from the webs of giant spiders, and lay in wait for passing prey. In more travelled ways, jermlaine will stretch thin but strong cords (often woven of human hair) to trip the unwary, which may then be attacked by a jermlaine swarm. The use of flaming oil, acid, and worse is not unheard of.

As swarms, jermlaine make a single attack roll against all creatures in a 20’ x 20’ area, and take only half damage from non area-effect attacks. Their weapons of choice are miniscule darts, pikes, and nets. Individual jermlaine never fight unless forced to, and then seek only to escape.

When jermlaine swarms use nets, victims which are successfully attacked take no damage, but must succeed in a Reflex save (DC equal to attack roll) or become entangled. A new save is allowed each round a trapped victim spends an Action Die to get free, but every save after the initial one is reduced by a cumulative -1d on the dice chain, until escape without outside help becomes impossible. Once one or more victims are trapped in this way, the jermlaine swarm immediately makes escape with their victims its top priority.

Jermlain tunnels are twisting mazes of small passages, and it is impossible for any creature larger than a halfling to worm their way through on their own. Even a halfling has to creep and crawl within such tunnels, exposing themselves to relentless attack. Once a victim has been pulled into the jermlaine tunnels, they are seldom seen again, although their screams may be heard for a very long time.

Some victims are eventually devoured by the jermlaine (or their rat-friends), but with a successful Luck check, a captured human is merely stripped naked, shaved and left trussed and helpless in the passageway so the jermlaine can watch the “fun” of seeing some passing monster come and devour the bound victims while the jermlaine remain safely hidden.


While strong groups or alert adventurers will not be physically attacked, the jermlaine will certainly seek to cause them harm and otherwise injure them out of sheer maliciousness. The spiteful things will steal forth and cut belts and straps, packs and seams – typically one such act of vandalism per jermlaine – before they retreat with haste in order to escape unnoticed and unharmed. Their vandalism is usually only noticed 1d12 turns later, when a weakened strap parts, a seam opens fully, and so on. If packs and other goods are placed out where jermlaine can reach them, perhaps when a party makes camp, these creatures will pollute water, sour wine into vinegar, spoil food, desecrate holy water, steal small items, wedge daggers or swords so that they are difficult to draw out quickly, cut bow strings, blunt arrows, puncture oil flasks, and so on.

Perhaps one out ever 30 or 40 jermlaine lives long enough to become very old and exceptionally evil. Jermlain elders gain a very wicked power – they can nullify the magic out of almost any object they can handle for 1d4 rounds. Powerful artifacts or relics may resist this power, if the judge so determines.

Let’s Convert the Fiend Folio: Ice Lizard, Imorph, and Iron Cobra

The Iron Cobra is one of my favorite creatures from the Fiend Folio, perhaps because I can see it so clearly in my mind’s eye. The one herein is mostly true to the source material, and I only halved the gp value of the creature because I wanted a party to really consider whether they should destroy it or hope to profit by mastering it.

In Dungeon Crawl Classics, every dragon is unique, so what are we to do with a lizard that polymorphs into a specific type of dragon? In this case, the enlarge spell was my friend. Because spells are not automatic in DCC, I upped the number of chances it had slightly, Also, in keeping with the other creatures in this post, I supplied a reason why you might want to harvest from the Ice Lizard as well as kill it.

The Imorph was easy to convert, but the original order of information in the Fiend Folio made the creature perhaps a bit harder to understand than it had to be. I am hoping that my edit makes the creature simpler to use.

 


Ice Lizard

Ice Lizard: Init +3; Atk Bite +0 melee (1d4) or breath weapon or spell; AC 19; HD 3d8+3; MV 20’ or fly 40’; Act 1d20; SP Breath weapon, spell casting, limited magic resistance (+8 except mind-affecting); SV Fort +1, Ref +5, Will +0; AL N.

This creature is a dull silver, 3-foot-long winged lizard with a highly magical nature. Although it is of low intelligence compared to the average human, it can cast the following spells up to three times a day with a +4 bonus to the spell check: Enlarge (upon itself only), scare, and sleep. It suffers no consequences for a failed spell check, even if the check is a natural “1”.

An ice lizard can breathe a cone of frost 30’ long with a 10’ base, causing 2d12 damage (Reflex DC 12 for half).

Finally, ice lizards are resistant to magic, gaining a +8 bonus to saves against any spell or spell-like effect, except mind-affecting spells, such as charm person. If a spell does not normally allow a save, the ice lizard gains a save equal to the spell check result (the judge determines what type of save, and whether it halves or negates effects based on the spell).

These creatures live in cold regions, often lairing in caves, ice caves, or underground ruins. Because of their magical nature, an ice lizard’s brain can be used as a component for any cold-based spells, as well as dispel magic, enlarge, and sleep. This adds a +4 to the spell check if the brain is fresh, and consumes the organ. A preserved brain adds only a +2 bonus to the spell check, but likewise consumes the organ.

 

 

Imorph

Imorph: Init +0; Atk Tentacle +2 melee (1d4); AC 15; HD 5d8; MV 20’; Act 2d20; SP Imorphism; SV Fort +2, Ref +2, Will +2; AL N.

The natural form of an imorph is a constantly changing mass of rubbery, dough-like grey-green flesh which forms a lumpy cylinder about 4 feet high and 2 feet in diameter. A short single leg trails behind the main body, which has a “suction cup” similar to the foot of a snail. Other similar structures under the main body grant a jerky mode of locomotion, while two 5-foot- long tentacles emerge from the top of the body allow for defense. An imorph has no apparent eyes, ears or other features, existing through the slow absorption of moss, lichen, carrion, and other dungeon detritus.

An imporph will not normally attack unless threatened, but if engaged it exhibits its startling power of irnorphisrn. At the beginning of each melee round (except the first) it changes its attack modifier, save modifiers, and AC by 1 point each towards the values of its opponent, at the same time gradually changing its shape to resemble its opponent's shape. When these values are the same as its opponent’s, it’s appearance is also, and the creature alters its attack and movement to fit the subject.

Note that the imorph’s Action Dice and damage do not change, Although one tentacle may look like an arm wielding a sword and the other an arm holding a shield, for example, the creature still gets two actions, which do only 1d4 damage.

When an opponent drops out of combat (for whatever reason), or it is reduced to 8 hp or fewer, the imorph starts to change back again towards its original form at the same rate of change. If faced by multiple attackers, the imorph selects one at random to attack and to emulate. If the original “model” dies, and there are opponents remaining, the imorph will immediately start to alter in order to emulate another opponent from its current appearance, without reverting to its original form.

Although the creature is harmless if left alone, within its body is a small organ, corresponding to the human liver, made of a rubbery green substance. This organ contains 1d3 doses of an emerald liquid which, when mixed with water in equal quantity, serves as a polymorph potion.

 

 

Iron Cobra

Iron Cobra: Init +5; Atk Bite +3 melee (1d3 plus poison); AC 20; HD 1d12; MV 30’; Act 1d20; SP Construct, poison, stealth +6, cannot be impeded, tracking, half damage from non-magical weapons; SV Fort +5, Ref +5, Will +0; AL N.

An iron cobra is a construct, and is thus immune to mind-affecting spells and abilities, as well as those which target wholly biological processes (such as poisons, diseases, and the like). They appear to be 3-foot-long serpents made from some unknown metal, segmented for motion, and possessing wicked-looking fangs. They are stealthy even when moving, at the most emitting a faint rustling sound, and their motion cannot be impeded – webs, paralysis, and similar impediments do not block them at all. Even normal doors do not seal tightly enough to keep an iron cobra out.

An iron cobra has a reservoir in its head which can hold up to 3 doses of poison. Various poisons can be administered in this way. The judge may choose a poison from Appendix P of the core rulebook (p. 446), or from 50 Fantastic Functions For The D50 (D50 Potent Poisons on pages 57-61, or D50 Venomous Creatures on pages 102-103). Alternatively, the judge may roll 1d5 and consult the table below.

Few iron cobras exist, the invention of some potent wizard or minor deity, or even of some brilliant scientist before the Great Disaster. Each is activated and deactivated by key words set by its creator, and when activated, they obey simple verbal commands given by the one who activated them. If deactivated, and the control words are known, an iron cobra may be sold for as much as 1,000 gp, as a guardian for a treasure, a bodyguard, or as an assassin. In the later case, an iron cobra can be ordered to track down and destroy anyone whose name is known, providing that person is within one mile, with the iron cobra homing in on its target’s psychic vibrations.

1d5

Fort Save

Damage on Successful Save

Damage on Failed Save

Recovery

1

10

None

Paralysis 1d3 hours

Normal

2

12

1d4 hp

3d8 hp

Normal

3

15

Grogginess causing -1d penalty on the dice chain to all rolls for 2d3 rounds

Sleep for 1d12 hours.

Normal

4

18

1d4 temporary Stamina damage

1d7 temporary Stamina damage + 1 point permanent Stamina damage

Normal for temporary damage

5

20

3d8 hp

Death

Normal with successful save

 



Monday, 29 August 2022

Let’s Convert the Fiend Folio: Giant Hornet, Hound of Ill Omen, and Huecuva

The Giant Hornet and the Huecuva are pretty solid monsters. The Hound of Ill Omen is not properly a monster at all, but an event which might happen during game play. The Hound of Ill Omen is particularly punishing, so judges are advised both to be sparing in its use, and to flavor its appearance to match the deity or patron it is being associated with.

For instance, I could easily see the Hound sent by the King of Elfland as either a cù-sìth or a black dog, and I can easily see the patron threatening to unleash the Hound upon a recalcitrant client wizard or elf. Malotoch’s “Hound” of Ill Omen might well be an enormous raven instead. Use your imagination! There are no “right” or “wrong” answers here!





 

Hornet, Giant

Giant Hornet: Init +0; Atk Sting +2 melee (1d4 plus venom); AC 18; HD 5d8; MV 10’ or fly 60’; Act 1d20; SP Venom (1d6 damage, plus DC 15 Fort save or additional 2d6 damage and paralyzed for 3d6 rounds), easier to hit when grounded, smoke and fire vulnerability; SV Fort +2, Ref +4, Will +0; AL N.

Giant hornets are very aggressive insects, about five feet long with a 10-foot wingspan. They normally live in coniferous and boreal forests, but are sometimes found underground. Their loud buzzing warns most creatures when these creatures are about; underground it can be heard at least 150 feet away, although intervening walls and doors may significantly shorten this distance.

Giant hornets attack with a dagger-like venomous sting. Sufficient smoke and flame (as determined by the judge) reduces the effectiveness of the hornet's attack, causing it to strike at a -1d penalty on the dice chain (or even greater). If struck by a successful fire-based attack, a giant hornet must succeed in a DC 10 Reflex save or lose the ability to fly until healed. A grounded giant hornet is easier to hit, whether because it has lost the ability to fly or because it has otherwise landed (+4 to attack rolls against it).

Judges are encouraged to use the rules on pp. 150-152 of the DCC Annual Volume 1 to make unique varieties of giant hornets.

 

 

Hound of Ill Omen

One of the legendary beasts whose appearance portends death, this creature only appears to one who has seriously offended their deity or a powerful patron. It appears only to its chosen victim; others present see and hear nothing, save for a faint echoing baying, far off like the ghost of a hunt. To the chosen victim, the hound appears as a dark, shadowy wolfhound, almost as tall at the shoulder as a full-grown man. It appears instantaneously and remains in view only for a few seconds, emitting a booming howl only its chosen victim can hear, and then vanishes.

The hound of ill omen cannot be harmed in any way. Some believe that only one of these creatures exists, while others believe that the hound is nothing more than a manifestation of potent supernatural will.

The chosen victim immediately loses half of their current Luck (which is replenished at a rate of 1 point per day, even if the victim is of a class that normally does not regain Luck). Worse, the next 1d10 successful attacks against the chosen victim have their crit range increased by 1, and do double damage if a critical hit is not achieved. Finally, until the chosen victim’s Luck is restored, no magical healing (such as from potions or a cleric’s Lay on Hands) has any affect on them.

 


 


Huecuva

Huecuva: Init +0; Atk Touch +1 melee (1d6 plus disease); AC 17; HD 2d12; MV 20’; Act 2d20; SP Un-dead, disease, alter form, immunity to non-magical weapons, silver vulnerability; SV Fort +3, Ref +0, Will +12; AL C.

The dread huecuva is a semi-corporeal un-dead spirit. It appears to be a robed skeleton, but it can alter its form, allowing it to appear as a living being in order to entice still-breathing victims into its grasp. To touch or be touched by a huecuva has the same outcome – 1d6 damage and, unless a DC 12 Fort save succeeds, a cardiovascular disease causing 1d3 points of temporary Stamina each hour for 1d8 hours. A victim who survives this disease heals the lost Stamina damage normally.

Because the huecuva is only semi-corporeal, most weapons pass through it without harm to the un-dead being. Magic weapons do damage normally however, and silver weapons do double damage.

 

Sunday, 28 August 2022

Let’s Convert the Fiend Folio: Hellcat, Hoar Fox, and Hook Horror

Jumping into the letter “H” we have the Hellcat, the Hoar Fox, and the Hook Horror.

The Hellcat is another of those monsters designed to tempt PCs into performing evil acts or making poor decisions. The fact that the Hellcat is likely to betray you when you need it the most is a particularly nice touch. Dungeon Crawl Classics doesn’t do the whole “Nine Hells vs. the Abyss” thing that was a staple of Planescape in particular (with
2nd Edition Advanced Dungeons & Dragons), so in keeping with the Chaotic devils of DCC, I have made the Hellcat Chaotic.

A note on magic weapons: The Hellcat, like many Dungeons & Dragons creatures, was only hit by magical weapons. In the Hellcat’s particular case, the magical bonus (+2, etc) didn’t add to damage either. In Dungeon Crawl Classics, every magical weapon is a unique entity, but magic weapons are rarer, so I reduced this to half damage from non-magical weapons. This is a change which the astute will notice that I have made frequently with these conversions.

The Hoar Fox was overpowered in the Fiend Folio; although it has a breath weapon, it is still a fox. Having as many hit points as a 2nd level cleric, and doing as much damage as a short sword with its bite, is a bit over the top. I have toned the creature down, hopefully leaving you with a usable creature that fits better into the fantasy milieu.

Finally, we have the Hook Horror – one of the few D&D monsters to have been made into a toy back in the day. Later editions had the Horror using its hooks to scrape moss and lichen from cavern walls as its sustenance. You can go that route if you wish. I decided to leave the monster’s dungeon ecology as open in this case as the original author did.

 

Hellcat

Hellcat: Init +3; Atk Bite +3 melee (1d8+2) or claw +4 melee (1d4+2); AC 14; HD 7d8; MV 40’; Act 2d20; SP Infravision 60’, natural invisibility, ½ damage from non-magical weapons, immunity to mind-effecting, telepathy, bond; SV Fort +5, Ref +7, Will +9; AL C.

These beings are tiger-sized wildcats, native to the Hells, where they are the associates and familiars of various demons and devils. In any sort of lighting whatsoever they are naturally invisible (gaining a +4 to attack rolls, initiative, and AC), but in total darkness they can be seen as faintly glowing wraith-like outlines with blazing crimson eyes. These creatures can communicate telepathically, but only do so to communicate with their master (see below) or to offer their allegiance to a new master.

Hellcats are sent into the Lands We Know to serve and corrupt Chaotic masters. If not already in service to a Chaotic being, a hellcat selects the most powerful intelligent Chaotic being it encounters, and serves that being, favoring clerics over others, and then wizards, and then elves. Once it has selected a master, the hellcat is bonded for a year and a day, serving their master in the performance of evil deeds, defending them, and urging them into ever-greater acts of Chaos and evil.

Hellcats are Chaotic, and may give up their current master for a new, more powerful master if that being accepts the hellcat. Once a hellcat has switched allegiances, it has no compunctions about attacking its former master. It is therefore possible for a character to “steal” a hellcat from one monster only to have it “stolen” from them, in turn, by another. If the new potential master does not accept the treacherous hellcat’s service, the hellcat certainly doesn’t mention the attempted betrayal to its current master!

After dwelling in the Lands We Know for a year and a day, hellcats must return to their home in Hell for a like period of time. They may return again subsequently, but its bond with its former master is not automatically re-established.

The only demand the hellcat makes in return for its service is the payment of one living human victim per week as its meal. The master must supply the victim – if they fail to do so, they will fill that role personally.

 

 

Hoar Fox

Hoar Fox: Init +2; Atk Bite +0 melee (1) or cone of cold +5 ranged (2d12); AC 14; HD 1d3; MV 40’; Act 1d16; SP Cone of cold, immunity to cold, fire vulnerability (x2 damage); SV Fort +0, Ref +3, Will +1; AL N.

The silvery-grey fur of these long-legged northern foxes is valuable enough to fetch 20 gp if intact. They hunt in small packs, or family groups, of 1d6 members, and are usually only aggressive toward the rodents and ptarmigans that dwell in the boreal forests and tundra where hoar foxes are found.

Hoar foxes have the ability to breath a cone of cold 30’ long, but only wide enough to catch a single target (Reflex DC 15 for half damage). It takes time for this breath weapon to recharge, so there is only a 1 in 5 chance that a hoar fox can use it the round after it is discharged. The next round, there is a 1 in 4 chance, then a 1 in 3 chance, and then the breath weapon can automatically be used again.

The hoar fox is immune to cold, but takes double damage from fire (which also renders its pelt valueless). Swords, axes, and similar weapons also reduce the value of the pelt by 1d100%. Serious traders in hoar fox pelts prefer to use arrows, sling stones, or even cudgels if there is no ranged alternative.

 




 

Hook Horror

Hook Horror: Init +0; Atk Hook +3 melee (1d8); AC 17; HD 5d6; MV 25’; Act 2d20; SP Infravision 30’, poor vision, acute hearing; SV Fort +7, Ref +3, Will +2; AL N.

Hook horrors are large bipedal monsters with thick carapaces and vulture-like heads. Instead of hands, they have hooks made of bone and chitin. Hook horrors cannot speak, but communicate with others of their kind by making clacking noises with their exoskeletons – eerie sounds which can alarm the unwary as it echoes around dungeon corridors. They are usually found only deep underground.

Hook horrors have poor eyesight, but their hearing is extremely acute. It is thus far easier to hide from a hook horror (+1d shift on the attempt) but far harder to sneak up on one (-2d shift on the attempt).

 

Friday, 26 August 2022

Let’s Convert the Fiend Folio: Guardian Daemon and Guardian Familiar

If you want a sense of how cruel a DM I could be in my younger years, imagine that your party learns of a cavern where a white dragon guards a precious hoard. So, the group prepares to withstand cold, and to attack with fire. But, behold! It is not a white dragon; it just looks like one! It is, in fact, a Guardian Daemon from the Fiend Folio, which breathes fire on a party prepared to resist the cold! Truly a nasty encounter with what was, and is, truly a nasty monster!

I hope that my version here does justice to the one my teenaged self used so gleefully!






 

Guardian Daemon

Daemons are Neutral spirits, equivalent in some ways to the demons of Chaos and the angels of Law. There are many types of daemons, but regardless of type, all share the following traits: Immunity to non-magical weapons; immunity to mind-affecting spells and effects; immunity to any spell or effect that would forcibly change the daemon’s shape, form, or substance (including petrifaction); and the ability to speak and understand all languages.

Guardian Daemon: Init +0; Atk Bite +4 melee (1d8) or claw +2 melee (1d12) or breath weapon; AC 20; HD 8d12; MV 30’; Act 3d20; SP Daemon traits, breath weapon, unique invulnerability; SV Fort +7, Ref +7, Will +7; AL N.

Guardian daemons vary in size and form, able to appear as anything from a large bear or demonic figure to as small as a wild cat. However, once summoned, their form does not change, and they are constrained never to pass more than 200 feet from the treasure they guard. The bite and claw damage of a guardian daemon does not depend upon its form; it may seem incongruously small or unusually punishing as a result. The summoner also determines one specific type of attack (a specific spell, or a specific weapon type, for example) to which the daemon is immune.

 Each guardian daemon also has a breath weapon, which it can use 3 times each day. Roll 1d5 to determine what type of breath weapon a particular guardian daemon has: (1) Fire in a 30’ long cone with a 10’ base (5d6 damage, Reflex DC 10 for half), (2) frost in a 20’ long cone with a 20’ base (4d8 damage, Fort DC 10 for half), (3) cloud of sleeping gas 20’ in diameter (Will DC 10 or sleep for 4d6 minutes; can be awakened through vigorous shaking), (4) cloud of poisonous gas 15’ in diameter (2d5 damage plus Fort DC 10 or 2d5 temporary Strength damage), or (5) bolt of electricity in a 60’ line (3d6 damage, Fort DC 10 for half, -1d shift on the dice chain to save if wearing metal armor).

A guardian daemon can take any form the judge desires. To randomly determine the form of a guardian daemon, roll 1d14 and consult the following table. Alternately, roll one time each for head, body, limbs, and tail. Roll 1d14: (1) Demon, (2) bear, (3) wild cat, (4) crackling formless energy, (5) goat, (6) scorpion, (7) humanoid, (8) hawk, (9) vulture, (10) bull, (11) chicken, (12) dragon, (13) serpent, or (14) wolf.

Special immunities are often based on the caster, or the location of the treasure. For example, a summoner concerned about a rival known for the use of a certain spell will choose that spell, or a guardian daemon whose treasure is outdoors may be immune to longbows. To determine special immunities randomly, roll 1d16: (1) Random 1st level wizard spell, (2) random 2nd level wizard spell, (3) random 3rd level wizard spell, (4) random 1st level cleric spell, (5) random 2nd level cleric spell, (6) random 3rd level cleric spell, (7) turn the unholy, (8) longswords, (9) short swords, (10) battle axes, (11) daggers, (12) longbows, (13) short bows, (14) crossbows, (15) slings, or (16) polearms.

Guardian daemons have no treasure of their own in the Lands We Know, although may well keep treasures in their natural home, but are always found guarding the treasure of their summoner. The ritual to summon a guardian daemon is known to few, but can be performed by both clerics and wizards alike. At the end of the ritual, the guardian daemon is hatched in its adult form from an egg.

 

 

Guardian Familiar

Guardian Familiar: Init +2; Atk Bite +0 melee (1d3); AC 12; HD 1d6; MV 30’; Act 1d20; SP Infravision 60’, nine lives, immune to mind-affecting; SV Fort +3, Ref +4, Will +5; AL Varies.

A little-known variation of the find familiar spell can be used to summon a guardian familiar. This creature takes the form of a small black cat, and must be set to guard a treasure. A guardian familiar is always of the same alignment as its master. It is possible for a wizard or elf to have both a guardian familiar and a normal familiar, but summoning a guardian familiar binds a portion of the caster’s soul to the creature, so that for as long as a wizard maintains a guardian familiar, they lose access to a random spell of the highest level they know; if the guardian familiar is destroyed in their service, this loss is permanent. A guardian familiar trapped in service by its master’s death remains guarding the chest or treasure it was set to watch over, potentially forever.

A guardian familiar never leaves its position on top of the treasure or chest it is guarding, nor does it attack, unless it is itself attacked or an attempt is made to get at its protected treasure. Likewise, it will not pursue those who flee from it, although it is smart enough to try to counter “hit and run” tactics.

The guardian familiar has nine lives, and must be slain nine times before it is finally destroyed. Prior to this, each time it is reduced to 0 hp, or otherwise slain, it is instantaneously reborn, stronger than before. At each rebirth, it gains 1 HD, its damage is increased by +1d on the dice chain, and it gains a +1 bonus to initiative, Armor Class, attack rolls, and all saves. Thus, in its final life, a guardian familiar has a +9 bonus to hit, doing 1d14 damage, with a +11 initiative and an AC of 21.