Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

Saturday, February 12, 2022

Zwei Bestien aus der Wüste

 

Für mein Setting “Die Grüne See” habe ich zwei Bestien erschaffen, die die Reise durch die Wüste noch gefährlicher machen als sie sowieso schon ist.

 

Wüstenmuräne

12 [40’] – 15 [50’] Meter langer muränenartiger Wüstenbewohner lebt in Gebieten mit lockerem Sandboden. Kann Bewegungen auf und im Sand bis zu 1 Meile weit spüren. Sie sind Einzelgänger und ständig auf der Jagd.

RK 3 [16], TW 8 (36tp), Att 1 x Biss (3W6) , ETW0 12 [+7], BW 45 (15) [150' (50')], RW T10 S11 L12 O13 Z14 (5), MW 9, G Neutral, EP 650, AA 0 (1), SK Keine

  • Biss: Pharyngealkiefer zieht bei erfolgreichem Angriff das Opfer in den Schlund. In den folgenden Runden erhält das Opfer automatisch 1W6 Schaden.

  • Hervorspringen: kann es bis zu 9 [30’] Meter aus dem Sand heraus und zubeißen.



Salzkröte

Das 1,5 [5’] Meter große Wesen lebt in losem bzw. weichem Untergrund und vergräbt sich im Boden. Die Hautdrüsen geben ein rot-graues, stark salzhaltiges Sekret ab.

RK 5 [14], TW 5* (22tp), Att 1 x Biss (2W6) oder 1 x Zunge (1W6) , ETW0 14 [+5], BW 45 (15) [150' (50')], RW T12 S13 L14 O15 Z16 (3), MW 7, G Neutral, EP 400, AA 1 (1W4), SK Keine

  • Überraschung: Bei 4/W6 wenn im Boden vergraben.

  • Zunge: Bei erfolgreichem Angriff wird Opfer in das Maul gezogen und erleidet in den folgenden Runde automatisch 2W6 Schaden.

  • Salzsekret: Bei Berührung mit der Haut oder dem Mund ist ein Tod Rettungswurf notwendig. Schlägt dieser fehl trocknet der Körper in 1W6 Stunden aus. Bei Erfolg werden für 1W6 Stunden alle Würfe um -4 modifiziert.
    Kontaminierte Flüssigkeiten haben den selben Effekt, allerdings kann die Dauer variieren.


Tuesday, December 28, 2021

Trar, Failed Ones - Monster

Trar

The Trar are formed from predatory animals to human like creatures by Trartes the Creator. Compared to humans the skin has a gray tone, hairs are thicker and more dense and fingernails and toenails are sharper.

All Trar have a 3-in-6 chance to surprise their opponents. Due to their instincs they can only be surprised with a 1-in-6 chance.

Trar, Failed Ones

Armor Class: 7 [12]
Hit Dice: 1+2
Attacks: Weapon
Special: Feral Hunting, Feral Instincs
Move: 12
HDE/XP: 2/30

The forming of the mind failed with this specimen. Their intelligence is between predatory animal and man. They attack usually with clubs and slings. They hunt in packs from 4-24 Failed Ones.

Monday, August 10, 2020

Algae Lurker and its offspring

The Algae Lurker is the first monster for the "Green Sea"-Setting which I'm working on right now. They're defining for one specific region within the Green Sea. This region will be described in a later post. The region desciption will also include the source of their existence.

These green abominations lurk in the algae covered coast and travelling ways of the green sea. They attack only from ambush. Sometimes they lure their prey into traps.

Their lairs are usually coastal caverns or the ruins of a sunken buildings.

If an Algae Lurker has gained enough knowledge, it will become an Algae Lurker Omega.

If something or someone with divine power enters their territory they want to destroy it, no matter what it will take to achieve this.


Algae Lurker

Grotesque, humanoid algae that absorbs the knowledge of their intelligent prey. Legends say they are the offspring of a mighty god.

AC 7 [12], HD 2 (9hp), Att 1 x weapon (1d8 or weapon), THACO 18 [+1], MV 120' (40'), SV D12 W15 P14 B15 S16 (2), ML 9, AL Chaotic, XP 20, NA 1d6 (1d12) , TT U (C)
  • Leader: May have a leader of 4HD.
  • Absorb Knowledge: The absorbtion takes up to the number of HD in turns. Thereafter the creature receives the THACO, class abilities and skills of their victims, if their own isn't better. They abhor divinity and don't absorb them.
  • Wet Habitat: Away from a wet habitat, they will sustain only 1d6 hours. After that are completly dried out, which will cuase their death.
  • Hoard: Only have treasure type C when encountered in their lair.
  • Abhor divinity: They are effected by the Turn Undead ability, but can only be turned not destroyed from it.


Algae Lurker Omega

Grotesque, humanoid algae that absorbs the knowledge of their intelligent prey. They have learned to use arcane magic. Legends say they are the offspring of a mighty god.

AC 5 [14], HD 6* (27hp), Att 1 x weapon (1d8 or weapon) or 1 x magic, THACO 14 [+5], MV 120' (40'), SV D10 W11 P12 B13 S14 (6), ML 10, AL Chaotic, XP 500, NA 1, TT O
  • Language and Spells: 40%; 2 x 1st level, 2 x 2nd level, 2 x 3rd level
  • Absorb Knowledge: The absorbtion takes up to the number of HD in turns. Thereafter the creature receives the THACO, class abilities and skills of their victims, if thier own isn't better. They abhor divinity and don't absorb this kind of knowledge.
  • Create Offspring: If the prey that is absorbed only has knowledge already known by the Algae Lurker Omega, it can create an Alage Lurker. The creation of one offspring takes 1 hour.
  • Wet Habitat: Away from a wet habitat, they will sustain only 1d6 hours. After that are completly dried out, which will cuase their death.
  • Abhor divinity: They are effected by the Turn Undead ability, but can only be turned not destroyed from it.