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Posts Tagged ‘D&D’

Other monsters from the Weeping Chasm

25 Aug

A few more monsters mentioned in the recent post from The City of Bones.

Old Scar-Face

[AC 6, Move 120' (40') or fly 180' (60'), HD 8*+3, hit points 60, Ats 3 (2 claws, bite) or 1 (6 spikes), Dmg 1d6/1d6/2d6 or 1d6 per spike, SV F8, ML +2, XP 1,100; fire 6 tail spikes].

OLD SCAR-FACE is an elder manticore covered in scars, larger than the typical Old Scar-Facemanticore. He is accompanied by his children (1d4 manticores) and mates (1d3 manticores, above average hit points), 90% of the time. He has survived this long by sacrificing his family, and by using his cunning and greater than average intelligence; he also has no qualms about running away, to devour adventurers another day. OLD SCAR-FACE knows the forest intimately, and uses this knowledge to his advantage. His personal lair is in a cave high up on the wall, close to the ceiling, and his hoard of treasure lies there; due to his age, the lair has twice the normal amount of treasure loose in the cave.

Living Statues

Living Statues

These are the common Animated Statues of crystal, stone and iron (ACKS page 196),which have gemstones at their hearts (see below). The victims of these statues, once slain, slowly petrify over the course of several days, turning into the same sort of animated statue as their killer.

  • Crystal statue heart: moonstone (50 gp);
  • Stone statue heart: topaz (500 gp);
  • Iron statue heart: diamond (1,000 gp).

ShadesShades

These degenerate humans are mutated albinos, with a carnivorous, cannibalistic diet, and they aren’t too fussy what meat they eat. They are effectively Morlocks (ACKS page 185) with a 25% chance of a lair having a Morlock Shaman of 1d4 levels (treat as Cleric, or, with access to the ACKS Players Companion a Shaman, with ape as a totem).

Grey-Worms

These giant, pale-grey, blind carnivorous worms are CAECILIANS (ACKS page 157) with Caecilian120′ tremor-sense. It is possible to ‘hide’ from them by standing still, allowing characters to avoid detection as if they were thieves Moving Silently of the same level; thieves and other classes already with that ability gain a +4 bonus to their throws instead.

 
 

Dynamic Lairs: Cats, Large

22 Aug

“A dynamic lair is a small dungeon or lair, created in advance like a point of interest, which includes 1-3 encounters.” ACKS page 236.

Previously, we had the Caecillian. This week, Cats, Large, of which there are five varities: Mountain Lion, Panther, Lion, Tiger and Sabre-Tooth Tiger.

The Lion’s Ledge

In a sheltered cave, with a ledge overlooking a rarely used mountain trail, a den of mountain lions lairs.

Mountain Lion x 2 [AC 3, Move 150' (50'), HD 3+2, hps 15, 15, #ATS 3 (2 claws, 1 bite), Dmg 1d3/1d3/1d6, SV F2, ML 0, AL N, XP 65; ACKS page 158].

The Woodland Predator

A copse of thick woods hides the lair of a den of panthers who prowl the woods looking for prey. They are the former pets of a now deceased princess, whose ruined keep lies on the edge of the forest.

Panthers x 5 [AC 5, Move 210' (70'), HD 4, hps 16 x2, 17, 23, #ATS 3 (2 claws, 1 bite), Dmg 1d4/1d4/1d8, SV F2, ML 0, AL N, XP 80; ACKS page 158].

The Lion King

solitary lion, proud and old, lairs in a depression on a grassy savannah, close to a small lake. He has outlived his pride, and seeks to end his once noble life in a final battle.

Lion x 1 [AC 3, Move 150' (50'), HD 5, hps 27, #ATS 3 (2 claws, 1 bite), Dmg 1d4+1/1d4+1/1d10, SV F3, ML +1, AL N, XP 200; ACKS page 158].

Eyes of the Tiger

In a jungle clearing lies a stone sculpture, very tall and wide, carved into the likeness of tigers fighting. The eyes of the lowest tiger are hollow and big enough for a full-sized tiger to squeeze into. Inside is a hollow space, large enough to hold the den of tigers that lair here.

Tigers x 2 [AC 3, Move 150' (50'), HD 6, hps 40, 29, #ATS 3 (2 claws, 1 bite), SV F3, ML +1, AL N, XP 320; ACKS page 158].

The Ice Cave

In the frozen wastes is a cave made of ice, spiky and jagged. Inside lairs a den of sabre-toothed tigers.

Sabre-Toothed Tigers x 2 [AC 3, Move 150' (50'), HD 8, hps 35, 23, #ATS 3 (2 claws, 1 bite), Dmg 1d8/1d8/2d8, SV F4, ML +2, AL N, XP 600; ACKS page 158].

 

 
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Monsters of the Weeping Chasm: Blood Elementals

20 Aug

Another monster from the chasm of the City of Bones.

BLOOD ELEMENTAL

% in lair: 0%blood elemental
Dungeon/Wilderness Encounter: 1 solitary
Alignment: Neutral
Movement: 90′ (30′), or swimming 120′ (40′)
Armour Class: 5
Hit Dice: 1* to 8*
Attack: 1 (slam)
Damage: 1d6 (1 to 4 HD) or 1d8 (5 to 8 HD)
Save: F1 to F8
Morale: 0
Treasure Type: none
XP: 1HD 6; 2HD 29; 3HD 65; 4HD 135; 5HD 350; 6HD 570; 7HD 790; 8HD 1,100.

Found wherever the weeping blood flows into rivers or lakes, even pools and shallow streams, BLOOD or ICHOR ELEMENTALS are formed by residual sparks of divinity that can reside in the blood. They are created spontaneously, and can ebb away to nothing just as suddenly. Unpredictable and varied in shape, these creatures are always treated with caution, especially as they can only be harmed by magical spells or weapons; mundane attacks simply pass through fluid bodies.

This animated blood is valued for its inherent magic, and is used as a base ingredient in magical research, especially potions. Some also believe that the blood can be used to help wounds heal; which is true, to an extent, but the potency rarely lasts longer than a turn. If used in conjunction with healing herbs, there is a slight (1 in 6 chance) that it doubles the effect, be it doubling the bonuses or hit points healed.

The size of the elemental varies according to its Hit Dice, with 1 HD being the size of a dog, and 8 HD the size of an elephant.

 
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Posted in ACKS, Blog, Monsters, RPG

 

Monsters of the Weeping Chasm: Blood Ravens

17 Aug

Another monster from the Weeping Chasm and The City of Bones.

BLOOD RAVEN

% in lair: 20%Blood Raven
Dungeon Encounter: 1d6 unkindness / 2d6 nests (2 birds per nest)
Wilderness Encounter: 2d6 unkindness / 5d6 nests (2 birds per nest)
Alignment: Chaotic
Movement: 30′ (10′) or fly 180′ (60′)
Armour Class: 3
Hit Dice: 1
Attacks: 2 (beak, claws)
Damage: 1d8/1d6
Save: F1
Morale: +2
Treasure Type: incidental (A)
XP: 5

Giant ravens, red of feather and yellow of eye, black of beak and claws, these bloated vermin have grown into abominations after feeding on the blood that weeps from the torn edges of the chasm. They are aggressive, with an insatiable hunger for blood and fresh, raw flesh. Mostly found in the BLOODY MIRE, the ravens hunt widely, all over the chasm, and make nests in crevices of the walls and on the rare solid ground of the marshes. Such nests are made of bones, dried bloody mud, as well as the usual twigs and debris. Nests have 1d6 eggs of a black-speckled red, and during the spring an equal number of young ravens replace them; these young have 1d4 hit points, attacking with their beaks for 1d3 damage. They grow to full size by the end of summer, and seek out their own mates and nests before winter.

The eggs of the BLOOD RAVEN are poisonous if eaten (save versus poison or die in a day) but are prized by collectors and alchemists, fetching 50 to 100 gp per egg. Alchemists can use them to brew poisons and as a base for potions. The feathers of the ravens can also be sold to those who have an interest in fashion, fetching 25 gp for a full, undamaged carcass.

 
 

Monsters of the Weeping Chasm: Mirror Imps

12 Aug

Another monster from the Weeping Chasm.

MIRROR IMP

% in lair: 0%

Imp

Dungeon/Wilderness Encounter: 1 solitary
Alignment: Chaotic
Movement: 120′ (40′)
Armour Class: 3
Hit Dice: 2***
Attack: 1 (bite)
Damage: 1d4
Save: C2
Morale: -2
Treasure Type: none
XP: 47

Inhabitants of the Abyss, MIRROR IMPS are malicious, mischievous demons no bigger than a dog. There are many different imps, but the most common looks like a short, fat goblin, naked, sexless, and sporting a pair of tiny horns from its sloping temples.

MIRROR IMPS can use mirrors, or other highly reflective surfaces, to travel to and from the Abyss, as well as transport themselves from one mirror to another nearby; they can also cross through portals naturally occurring as a result of mirrors reflecting mirrors. It takes a turn of concentration for them to open their own portal to the Abyss, but a single round to teleport from one mirror to another within line-of-sight, an ability the imp can accomplish at-will and as part of their movement. They can use this ability to withdraw or flee from combat, without having to declare it first.

All MIRROR IMPS can turn invisible at-will, although they become visible if they attack and it takes a full round for them to disappear. They also have the ability to cast spells as a 4th-level Cleric (2 x 1st, 1 x 2nd level), using the standard divine spell lists, but only the reversible spells (see below for the full list). They can also cast Curse once per day. Natural cowards, they prefer to avoid direct combat, but if cornered have a painful bite.

MIRROR IMPS are deal-makers, often sent by Demon Lords to strike deals with mortals. Normally, these deals rely upon and are fuelled by the Lords; however, the imps can also lend their power to a mortal, sacrificing one of their spell-like abilities to grant the mortal the ability to cast a spell, once per day, either from the imp’s spell list or that duplicates their invisibility or curse powers. In exchange a deal is struck and sealed by blood. If the mortal either goes back on, or tries to break the deal, they lose the granted power. The imp can also revoke it at any time they wish.

Spell List

1st Level

  1. Command Word
  2. Cause Light Wounds
  3. Detect Good
  4. Detect Magic
  5. Darkness
  6. Protection from Good
  7. Putrefy Food & Water
  8. Cause Fear
  9. Resist Cold
  10. Sanctuary

2nd Level

  1. Augury
  2. Bane
  3. Delay Poison
  4. Find Traps
  5. Hold Person
  6. Resist Fire
  7. Silence 15′ Radius
  8. Snake Charm
  9. Speak with Animals
  10. Spiritual Weapon