Showing posts with label monster. Show all posts
Showing posts with label monster. Show all posts

Tuesday, October 22, 2013

Monster Monday (a day late)


Tiger Monkey

No Appearing     1-20
Frequency         Rare (outside the Badlands)- Uncommon (Chana Jungle and Badlands)
Alignment         Chaotic Neutral
Intelligence        Low-Animal
Morale              10
Hit Dice             1
Armor Class       5    (Agility and Coloration)
Attacks / Rnd     2 claws or 1 bite
Damage              claws 1d3 each , bite 1d6
Special Attacks    Surprise on 3 in 6 , disease
Special Defenses   Immune to Poison
Magic Resistance   None
Move                  9" ground , 10" on trees and the like , leap 12-18 feet vertically
Diet                   Omnivore
Size                   Small (2-3 feet)
Treasure Type    in lair 20% F, otherwise nothing
Experience     :   130 exp +4 per hit point
Description

    Tiger Monkeys are an aberration created by failed attempts by some mad wizard to re-create the Su-Monster experiment.  Tiger Monkeys are found in the Badlands in all climates found therein and are equally comfortable in high altitudes where their fur turns to a snowy gray and blueish hue and grows long and thick all the way down to the volcanic heat of the Chana Jungle.

    The tiger monkey averages 2 and a half feet in height with a mass of 35 lbs, males have wide stripes of black-brown on tawny gold fur, females have narrower stripes and darker, brownish pelts.  They have a prehensile tail as long as their body is tall, and 4 wirey limbs each of which ends in a three finger and opposable thumbed hand with retractable claws.  The Tiger Monkey's face is similar to that of a siamese cat crossed with a chimpanzee , being long with sliver shaped eyes and a large mouth filled with spike-like canines and razor sharp incisors.  Their front lips are adorned with huge cat-like whiskers and their flattened muzzles have bright red lips that turn blue when they sleep.

    Tiger Monkeys are fearsome for small creatures and are both foul tempered and malicious.  They prefer to scavenge rather than hunt but they are intelligent enough to have developed very effective pack hunting strategies.  Tiger Monkeys are very adept hunters and when sneaking up on an opponent surprise them 50% of the time, generally pelting them with rocks or debris then pouncing on them and tearing them apart.  Wounds caused by their claws are 10% likely to become infected with rotting disease , their bite is 80% likely to do so.

    Tiger Monkeys thrive on polluted and befouled foods and waters and never eat fresh flesh if they can help it, rather they bury their food, near water and wait for rot to set in then feast.  They are totally immune to normal poisons and toxins, and large scorpions and spiders make regular appearances on their menus.  Tiger Monkeys communicate by means of horrible sounding screech-growls, that carry very well and are quite unnerving.  Tiger Monkies collect rotting fruits inside hollow trees where the ferment into a horrific liquid "wine" , as potent as moonshine and hallucinogenic to boot. It causes madness (treat as feeblemind or confusion spell) for 1d4 days and is 90% likely to cause blindness in imbibers. This foul brew makes a distinctive stench , and can be used to locate thier lairs during the weeks of it's ripening. If encountered in lair fully half of the beasts will always be at -4 to hit due to inebriation on this concoction.

    In mating season (generally late spring) the Female tiger monkey sheds it's fur and it's skin turns a dark shade of purple until the new hair grows in, during this time they are receptive and are also frequently mistaken for actual Su-Monsters, disguise which lasts until summer begins or pregnancy ends (2 month gestation period).  Tiger Monkey pelts rot very quickly and Tiger Monkey corpses attract all manner of disgusting creatures in a matter of hours to feast on their bloating, rotten remains.  Tiger Monkey hearts can be used as part of the prep of Potion of Speed.

Friday, September 20, 2013

Hybrid Horrors

These are the many monsters that have ended the lives of parties or enriched their coffers in my many campaigns. This first one is a mashup of two of my favorite classics - The Skeleton and the Snake Bodied Medusa. She is a nasty one and makes for a great end boss type villain.


Skeletal Medusa


Frequency : Very Rare
No Appearing : 1
% in Lair : 90%
Hit Dice : 9
Armor Class : 3 (2 or less with shield)
Alignment : Neutral Evil
Move : 9" Slither
Attacks per Round : gaze, 2 claws, bite, tailslap, constriction or weapon
Damage : Gaze causes Paralysis
    2-8 Plus Mystic Poison Snake Bites
    1-6 Bony Claw
    1-8 Bony Tailslap
    1-4 Constriction (Str 17)
    or By Weapon (Str 17 plus magic bonus)
Intelligence : Average to Above Average
Size : L (14 feet long)
Special Attacks : gaze , constriction , poison
Special Defenses : minimum damage from piercing weapons, half damage from edged weapons, immune to Mind Spells, Undead , immune to gaze attacks
Magic Resistance : Saves as 8th level Cleric
Climate : Any (Ruins)
Treasure Type : A
Experience : 3,500 +10/hp , Stone Skeletons 250 exp each

Description :
    The Skeletal Medusa is a very rare occurrence, when a snake bodied medusa is killed or defeated by skeletons or the like a horrible transformative process occurs , as the curse that produces the Medusa is warped by the energies of the negative material plane.  The result is this horror.  The Skeletal Medusa is a self aware undead with a hatred of everything.  The skeletal medusa is frequently armed (50%) with a magical weapon which they wield with surprising strength (17) there is also a 25% they will have a magical or normal shield (25% magical) with the appropriate AC bonus.  Skeletal Medusae have lost their true curse power, but instead have an even more terrible power - the gaze of the skeletal medusae causes permanent paralysis as long as the medusae lives, when the victim dies they will arise as stone skeletons , skeleton who cannot be turned as long as the medusa exists.  Any victim meeting the gaze of the medusa who lives must save vs Petrification or be paralyzed.  The range of this power is 24" under most circumstances.  The power may only affect targets within her forward viewing arc (60 degrees) and rolls to hit vs AC 10 against targets not taking precautions, those using mirrors or shielding their eyes may be hit with more difficulty.  A foe using a mirror to observe is hit on AC 3, one merely shielding their eyes or averting gaze on AC 5.

    Skeletal Medusae attack in melee' by using a weapon, 2 claws (1 if using a shield), slapping with their bony tails or by grabbing and squeezing victims to death with their nearly prehensile snake like tails.  They will always attack Paladins and clerics if they are available.

    A normal skeletal medusa is served by 3d6 skeletons.  Skeletal Medusae are turned as Vampires, if the Medusa is turned the stone skeletons are turned as well.  The Stone Skeletons are AC 3, HD 1, HP 8.  Stone Skeletons are immune to Holy Water as well as turning.

The image that inspired this horror
http://www.elfwood.com/~hender/Undead-Medusa-%28inked%29.2795600.html