Tuesday, January 06, 2009

Here, have some monsters

Here's for critters I made with The Random Esoteric Creature Generator over lunch today.

The Terror on the Moor

# Encountered: 1
Alignment: Neutral
Movement: 140’ (35’)
Armor Class: 9
Hit Dice: 6
Attacks: 1
Damage: d10
Save: Fighter 3
Morale: 10
Hoard Class: XIV

This freak of nature appears akin to a giant floating rose-bush, some 15 feet or more in diameter. The Terror on the Moor moves via levitation, normally floating only a foot or two off the ground, low enough that the long hair-like growths on its underbelly leave trails on soft soil. It can raise itself up to about 10 off the ground if necessary. The Terror attacks by lashing out with one of four long, thorny tendrils. Should an attack roll succeed by four more than the number needed, the victim is drug underneath the creature and two shorter feeding tendrils automatically cause an additional 2d8 points of damage. As the feeding tendrils drain the blood of the victim the white roses dotting the body of the Terror slowly turn red. The red hue lasts d6 days per victim, after which time the creature will hunger again. When given a choice the Terror on the Moor always picks demihuman and humanoid victims over humans.

The Pale Shamblers

# Encountered: 2d6
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 6
Hit Dice: 3
Attacks: 1
Damage: d10 (bite)
Save: Fighter 2
Morale: 9
Hoard Class: none

These albino ursoids move with an unsteady but relentless gait. The Pale Shamblers feed not only on the flesh of their victims, but also take psychic nourishment from the fear generated by their long, shuffling hunts. Normal metal weapons cannot harm them. They can only be damaged with wooden weapons or enchanted metal. In total cave darkness or under new moons these creatures see as well as a hawk in a sunlit sky. The clanking of metal disturbs these monsters’ ears, leading them to attack anyone in platemail armor.

The Spiny Ones

# Encountered: 2d4
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 4
Hit Dice: 1
Attacks: 1
Damage: d6+1 (claw or quill)
Save: Normal Man
Morale: 9
Hoard Class: none

A species of roughly man-sized reptilian quadrupeds with long porcupine-like quills festooning their backs, the senses of these creatures are so acute that they can never be surprised by normal means. (A thief moving silently or an invisible adventurer may still achieve surprise.) In combat half of the Spiny Ones will engage in melee while the rest will turn around and launch quills at their foes, which have the range of a light crossbow. Anyone pierced by a quill will be implanted with a Spiny One egg about the size of a mustard seed. The egg hatches 2d6 weeks later and a small (1 hp, d4 damage) Spiny One bursts from the victim, who must save versus death. A successful roll indicates only 3d6 damage, failure indicates a messy death. The newly born Spiny One will mature to full size in only d4 months, after which time its quills will be capable of laying eggs in new victims.

It Lurks In the Ruins

# Encountered: 1
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 5
Hit Dice: 8
Attacks: 3
Damage: d8+1 (2 claws)/poison (spittle)
Save: Fighter 8
Morale: 11
Hoard Class: XX

This horrific being might be a mutant born in the strange radiations of the Freaksome Forest or a demon conjured from one of the Unknown Hells. It resembles no less than a man-sized centauroid nightmare-combination of snake and insect. Its head can be likened to that of the hooded cobra, save for its multifaceted insect eyes. From Its sinewy upper body issue two massive, carapaced mantis-arms, while Its snakelike torso eventually gives way to a scuttling millipede body. In combat It spits poison at a single foe, with a range of 30’. If struck the target must save or spending d6 rounds in utter agony ending in a spasmodic, shrieking death. In the same round the creature may attack with both mantis-claws. A natural twenty on the to-hit roll indicates that the powerful claw has snipped off either an arm or leg (50/50 chance). Roll 1d6 to determine the degree of amputation: 1-2 at wrist/ankle, 3-4 at elbow/knee, 5-6 at shoulder/hip. It has never been known to venture from the ruins that serve as Its lair, but you never know.