Showing posts sorted by date for query doombat. Sort by relevance Show all posts
Showing posts sorted by date for query doombat. Sort by relevance Show all posts

Tuesday, 9 July 2024

Let’s Convert the Hawkmoon Bestiary: Mountain Giant, Ocean Ghoul, Octiguana, and Pteroon

Looking at the Hawkmoon RPG, it is pretty clear that, while some stats scale along the same lines as Dungeons & Dragons (at it appeared at the time) or Dungeon Crawl Classics, the correspondence is not always “1 to 1”.  Ultimately, it has to be our goal to make material usable for the game we are playing. In this case, I am adjusting material to meet DCC’s design, and that requires interpretation of the source material.

That the ocean ghouls use rapiers is interesting, because one would assume such weapons wouldn’t survive long immersed in salty ocean water. These rapiers are probably made of an unusual metal, and so would be of potential interest to elves. Although DCC doesn’t include the rapier as a standard weapon, I just gave it damage akin to a short sword.

Out of the Hawkmoon bestiary, the octiguana is my favorite creature, for reasons even I cannot explain. Maybe it’s just how easily I could see including them in almost any adventure. It may be my inherent cruelty as a judge, because I can easily see a PC foregoing attacks to escape the creature’s many arms, as more arms grip them and the creature gets ever-greater bonuses to its bite attacks.



Mountain Giant

Mountain Giant (8’ tall, 900 lbs.): Init +0; Atk huge club +10 melee (2d6+6) or hurled stone +5 ranged (1d8+4, range 60’) or huge bow +5 ranged (1d6+4, range 200’/500’/1,500’); AC 14; HD 5d10; MV 30’; Act 1d20; SV Fort +8, Ref +6, Will +5; AL C.

Oladahn: Init +2; Atk longsword +5 melee (1d8+1) or short sword +5 melee (1d6+1) or dagger +5 melee (1d4+1) or longbow +6 ranged (1d6); AC 14; HD 3d10+6; hp 26; MV 30’; Act 1d20; SP stealth +4, climb sheer surfaces +5; SV Fort +6, Ref +6, Will +6; AL N.

Mountain giants are mutant humans found in the Bulgar Mountains. They are very broad, and covered in wiry hair of any color natural to their base human stock. Their appetites are immense, and they practice cannibalism – going even so far as to eat weaker members of their own families when nothing better is available.

Oladahn, one of Hawkmoon’s companions, is a mountain giant who suffered a pituitary defect preventing him from growing beyond human size and strength. He fled the mountains to avoid being eaten by his Uncle Barkyou. Shorter than average for a human, Oladahn has rusty brown fur and wears leather armor.

Mountain giants from the Fiend Folio seem to be unrelated.

Ocean Ghoul

Ocean Ghoul: Init +0; Atk rapier +2 melee (1d6) or bite +0 melee (1d3); AC 12; HD 1d6; MV 30’ or swim 50’; Act 1d20; SP water dependency; SV Fort +2, Ref +3, Will +0; AL C.

These vile aquatic humanoids have webbed hands and feet and long tadpole-like tails. Their rubbery skin is a sickly blue-white hue, and their sharp-toothed mouths stretch nearly from ear to ear. They are found in shallow waters around reefs and rocky outcroppings, usually only attacking small vessels with raiding parties of 3d6 members. However, sometimes multiple bands work together to attack larger ships.

Ocean ghouls cannot live more than a few hours outside of water, and they dislike bright sunlight.

Octiguana

Octiguana: Init -2; Atk bite +3 melee (3d4) or arm +5 melee (1d4 plus hold, up to 10’ away) or tongue +8 ranged (hold and pull, range 30’); AC 15; HD 3d8; MV 40’ or climb 20’ or swim 30’; Act 2d20; SP arm attacks, hold, pull; SV Fort +2, Ref -2, Will -2; AL N.

Temple Octiguana: Init +0; Atk bite +1 melee (3d4) or arm +3 melee (1d3 plus hold, up to 5’ away) or tongue +8 ranged (hold and pull, range 20’); AC 14; HD 1d8; MV 40’ or climb 20’ or swim 30’; Act 2d20; SP arm attacks, hold, pull; SV Fort +1, Ref -1, Will +0; AL N.

These creatures are large black lizards with a collar of eight octopus-like arms around their necks. Each round, an octiguana can attack using 1d4 of these arms (as separate attacks) using a single action die. These arms grip opponents, making them easier to bite (+2 per arm), and can be escaped with a DC 14 Strength check per arm. Victims gain one free Strength check per round, but may use their action dice to secure more.

The octiguana’s tongue attack does no damage, but pulls its victim to the octiguana, allowing a free bite attack with a +2 bonus. The tongue can be severed with 10 hp damage, but any damage to its tongue causes the creature to release and retract its tongue, which it will not use again until healed. The tongue’s grip otherwise requires a DC 30 Strength check to break.

Smaller octiguanas have been bred for centuries in the blood pool of the Temple of Batach Gerandium, with stats as indicated above. Both types are carnivorous, and nearly always hungry.

Pteroon

Pteroon: Init +6; Atk bite +2 melee (1d6) or claw +4 melee (1d4) or wing buffet +5 melee (1d3) or shriek; AC 14; HD 2d8; MV fly 40’; Act 2d20; SP shriek (Fort DC 15 or be stunned and unable to act for 1 round, 30’ cone with 30’ base), stop to eat; SV Fort +4, Ref +4, Will +0; AL C.

Genetically altered bats native to Persia, these black creatures have long arms and bony claws in addition to their wings. Once a bat has killed a target, it must make a DC 10 Will save for each additional target it kills, or it stops to eat for 2d6 minutes or until interrupted. A body eaten by a pteroon without interruption cannot be recovered (rolled over), even if some remains are left. It the pteroon is slain or driven off, though, there is a chance that by some lucky miracle the fallen adventurer survived (as per normal rules).

These creatures stink of old blood and decaying flesh.

See also Doombat.

Saturday, 30 July 2022

Let’s Convert the Fiend Folio: Disenchanter and Doombat

In Dungeons & Dragons and Advanced Dungeons & Dragons, magic items were pretty common. That trend has not abated with Wizards of the Coast acquiring the brand. The Disenchanter was a direct response to this – it could remove some of those magic items from a group that lit up like a Christmas tree whenever detect magic was cast.

It was also, let’s face it, the ultimate “Fuck You” monster that Dungeon Masters could throw at their players. All that stuff you amassed over the last several months or years of game play? Now it’s gone. Using this monster could get you lynched. Most Dungeon Crawl Classics characters have fewer magic bits and pieces as a general rule, and are even less likely to be enamored of a judge using this creature. On the other hand, “easy come, easy go” is a real thing in DCC, and DCC is not balanced (usually) on the basis of equipment. Monsters break the rules, and perhaps a Disenchanter is what your adventure needs! Also, my first published adventure for this game included a monster that could pull out your skeleton, leaving you alive but boneless. Compared to losing a scroll, potion, or sword, the Disenchanter seems tame.

So, those are the pros and cons of using the Disenchanter. I’ve tried to make a conversion that works with DCC.

The Doombat should be quite a bit easier to slot into an adventure. On the other hand, it may offer your players significantly less shock and dismay.

 

 

Disenchanter

Disenchanter: Init +4; Atk Snout (special); AC 15; HD 5d8+5; MV 30’; Act 1d20; SP Disenchant, detect magic, magic immunity, immortality; SV Fort +3, Ref +4, Will +5; AL N.

The disenchanter – and some sages speculate there is only one such creature in existence, despite claims by some to have encountered two at the same time – appears like a pale, slightly translucent dromedary, spindly in build and electric blue in hue, with a long, flexible snout. It can extend this muscular protuberance as far as 5 feet, seeking to bring it into contact with magic items of all types. Any magic item the snout touches instantly and permanently loses its magical dweomers – this is how the creature feeds.

The disenchanter can sense a confluence of magic from a great distance; the limits of this ability have never been tested. It can consume ongoing spell effects as well as magic held by items, requiring no attack roll for large and immobile effects. Otherwise, the potential victim is allowed a Reflex save to avoid the snout. The DC depends upon the object being sought by the disenchanter – a potion in a belt pouch requires only a DC 2 save, a ring DC 3, a medallion or sheathed weapon DC 5, a weapon in hand DC 10, a suit of armor or shield DC 20. The judge must extrapolate other DCs from these examples. Likewise, the disenchanter is immune to all spells and other magics; a magic weapon striking a disenchanter is treated as though it were ordinary in all respects. If the disenchanter is reduced to 0 hp, it merely fades away, to reappear in some other part of the multiverse. The creature is thus effectively immortal.

It must be noted that magic weapons or items which strike a disenchanter do not lose their magical powers; only the snout has this ability. Damage to the snout could conceivably drive the creature away, but if a Mighty Deed targeting the snout succeeds with a magic weapon, the wielder must succeed in a Luck check or the weapon is disenchanted.

 

Doombat

Doombat: Init +4; Atk tail +6 melee (1d4) or claw +4 melee (1d4 plus grasp) or bite +2 melee (1d6) or shriek; AC 16; HD 6d8+6; MV 20’ or fly 50’; Act 1d20; SP Echolocation 200’, tail reach, grasp, shriek, light vulnerability; SV Fort +2, Ref +7, Will +0; AL C.

Doombats have a 25-foot wingspan, and are able to carry objects or creatures weighing as much as 300 lbs – either as riders or as prey. They live in dismal underground caverns, flying at night to the outer world to hunt. They have the ability to echolocate, giving them near-perfect understanding of their surroundings to a 200 foot range.

Doombat tails are lined with cruel barbs, and can stretch to strike targets as far as 12 feet away. Their claw attack grasps an opponent who fails a DC 10 Reflex save. A grasped opponent can be carried aloft, there to be taken back to the doombats’ lair…or dropped from a great height should it prove quarrelsome. A grasped opponent may free themselves with an opposed Strength check vs. +2, but once the victim leaves the ground this may be as deadly as remaining grasped.

Finally, doombats can set up a terrifyingly loud shriek, lasting 1d4+1 rounds. Any creature which can hear this within 100’ is disoriented, unable to make spell checks, and fights with a -1d penalty on the dice chain to both attack rolls and damage. The effect of several doombats shrieking at the same time is not cumulative, but they can co-ordinate these effects so that when one shriek ends another begins. There is no save against this effect.

Doombats fear, and will flee from, bright lights, but they are undeterred by torch- or lantern-light.