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Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Sunday, June 17, 2012

[Duty & Honour] The Lions!


When I started the D&H campaign, I wrote to D&H author Neil Gow about stats for lions. He kindly returned my email and provided a very good lion. I just tweaked it a little bit by adding the Blend into Nature trait.

Here are the stats for those two dangerous boys: "Fantasma" and "Oscuridad." The 13th Light Dragoon and the 30th Northumberland will never forget them.



"Fantasma" aka The Ghost
Lion (African, Meat-eater, Lion, Lion)

Guts 6

Skills: Awareness 4, Intimidate 5, Scavenge 4, Skulduggery 4

Traits: Bestial Endurance (one extra INJ damage box), Great Hunter (+2 cards if surprises foe), Tear & Rend (+3 cards for ferocious attack), Blend into Nature (+3 cards to Skulduggery when in natural setting)

Claw/Claw/Bite 7 (Tear & Rend included)




"Oscuridad" aka The Darkness
Lion (African, Meat-eater, Lion, Lion)

Guts 6

Skills: Awareness 4, Intimidate 5, Scavenge 4, Skulduggery 3

Traits: Bestial Endurance (one extra INJ damage box), Great Hunter (+2 cards if surprises foe), Tear & Rend (+3 cards for ferocious attack), Blend into Nature (+3 cards to Skulduggery when in natural setting)

Claw/Claw/Bite 7 (Tear & Rend included)



Friday, January 20, 2012

[Monsters] Animated Bearskin Rug

Nicely done vid.

Watching the walking bearskin rug got me thinking of a new monster!

Animated Bearskin Rug
Agility d8 Spirit d10 Smarts d6 (A) Strength d12+2 Vigor d10
Parry 6  Pace 6 Toughness 9

Edges: Berserker, Improved Frenzy, Improved Sweep.

Special Abilities: Bite/Claw Attack (STR+2), Size +2, Alertness, Quick.

Skills: Fighting d10, Intimidation d10, Notice d6+2, Climb d6.

Sunday, July 31, 2011

[Savage Worlds] Crocoduck!

A crocoduck is a hybrid, also known as a chimera, of a crocodile (or alligator) and a duck. Believed to have been created by a foul magician known as Kirray in the not-so distant past, the first crocoduck must have escaped during the destruction of it's creator. To this day, the crocoduck, which many think is just a legend, inhabits swamps and marshes and other desolate regions.

All crocoducks are female and they mate freely with normal ducks, laying a clutch of 6-10 eggs of which most hatch and thankfully most die before reaching adulthood (otherwise the beasts would over-run the countryside). Once grown and escaped from the nest of it's youth, the crocoduck is a sad, solitary creature, spending it's days wandering it's territory, fighting other crocoducks and even crocodiles, and mating with (then eating) normal ducks.


Here's the crocoduck in Savage Worlds terms:

Crocoduck
Agility d8 Spirit d6 Smarts d4 (A) Strength d6 Vigor d8
Parry 6  Pace 2 (12 flying) Toughness 6

Special Abilities: Flight (Pace 12, Acceleration 3), Jaws Attack (STR+d10), Size -2, Slow (Pace 2 on ground), Alertness.

Skills: Fighting d8, Guts d6, Intimidation d8, Notice d6+2.

Tuesday, May 17, 2011

[Monsters] The Knights of October

The Knights of October are a mystical bunch, useful for games set from the Revolutionary War to the present. You can even use them during the Crusades. They make great enemy mooks for Savage Worlds.

I have used them in several games, including the Savage Colonial Gothic game, most of which the PCs had no idea who they were or what their story was.

Knight of October (usually 6-8 of them appear)

Agility d6 Spirit d8 Smarts d8 Strength d6 Vigor d6
Pace 6 Parry 5 Toughness 6 Charisma -2

Edges: Arcane Background (Magic), Wizard.

Hindrances: Mean, Death Wish (bring about their version of the End of the World).

Skills: Fighting d6, Guts d6, Intimidation d6, Knowledge (Arcana) d8, Notice d8, Shooting d6, Spellcasting d10, Taunt d6.

Power Points: 15
Powers: bolt, armor, detect/conceal arcana, light.

Dagger, Str + d4.

Sunday, March 27, 2011

[Monsters] Zombie Horses

I've used these Zombie Horses in a few games and they are usually surprising to players, probably because most people expect zombie humans.

Zombie Horses

Agility d8 Spirit d6 Smarts d4 (A) Strength d12 Vigor d10
Pace 8 Parry 6 Toughness 9

Edges: Undead (+2 to recover from shaken, +2 to toughness), Fearless, Fleet-footed, Size +2

Skills: Fighting d8, Intimidate d6.

Hoof, Str + d6
Bite, Str + d4

Monday, March 21, 2011

[Monsters] Skeletal Undead Unicorn

I had planned on using this undead unicorn at some point in my Savage Colonial Gothic game but didn't have the opportunity.

Skeletal Undead Unicorn (Wild Card)

Agility d10 Spirit d8 Smarts d6 Strength d12+2 Vigor d10
Pace 10 Parry 7 Toughness 9

Edges: Undead (+2 to recover from shaken, +2 to toughness), Fearless, Fleet-footed, Size +2

Skills: Fighting d10, Intimidate d8, Stealth d10.

Horn, Str + d8
Hoof, Str + d6

Friday, January 14, 2011

[Monsters] Blood Ravens

Blood Ravens are magical and terrifying creatures that feed on the blood and flesh of their victims. Their habit is desolate moors and wilderness areas. The ravens usual tactic is to swarm lone travelers and drain them of their blood, then feed on the corpse. When faced with a group, they follow then ambush stragglers or attack at night.


Blood Raven
Agility d10 Smarts d4 (A) Spirit d8 Strength d6 Vigor d6
Pace 2 Parry 6 Toughness 4 Charisma -0-

Special Abilities: Flight (Pace 15, Acceleration 5), Beak Attack (STR+d6), Blood Drain (on successful Beak Attack, victim must make Vigor check or gain one level of Fatigue), Size -2, Slow (Pace 2 on ground), Alertness

Skills: Fighting d8, Guts d6, Intimidation d8, Notice d6+2.

Tuesday, January 11, 2011

[Monsters] Huginn and Muninn

Thought and Memory, they are called, Huginn and Muninn. They supposedly work for Odin, but in any semi-magical setting, they can be used as information gatherers of any one-eyed knowledge god. But let's just pretend that they're Odin's very own.

Muninn seeks the slain and Huginn looks for hanged men (at least according to some verses) but that was in the past. They're much more than that now. Odin doesn't mind, though. As long as they bring him what he wants, he's satisfied.

I'm presenting their stats simply because maybe, just maybe, they'll be in a fight. But usually that's a last resort for them. They wander about the world (or worlds) gathering information, talking to people here and animals there, getting it all. And they're free with it, as long as the price is right.

Sometimes a nice rabbit, sometimes part of a song, then the other times, when a favor or even your soul will do nicely. And they always collect. If anything, don't bother trying to cheat them. They've got contacts everywhere who owe them and they always collect, one way or the other.

Just remember: they're not human and they're definitely not just animals, either. Forget that at your peril.


Thought or Memory (WC)
Agility d10 Smarts d12 Spirit d8 Strength d6 Vigor d6
Pace 2 Parry 6 Toughness 4 Charisma +2

Special Abilities: Flight (Pace 20, Acceleration 5), Beak Attack (STR+d6), Size -2, Slow (Pace 2 on ground), Alertness, Connections, Quick, Improved Level-Headed, Investigator, Acrobat, Charismatic.

Skills: Fighting d8, Guts d8, Intimidation d8, Streetwise d10+2, Knowledge (History) d10, Knowledge (Languages) d12, Knowledge (Riddles) d8, Investigation d12+2, Persuasion d12+2, Notice d12+2.

Tuesday, January 4, 2011

[Monsters] Cauldron-Born

The Cauldron-Born are undead created with the aid of a magical cauldron. Originally a product of Welsh mythology, they appeared as unstoppable warriors without fear or speech in Lloyd Alexander's Chronicles of Prydain and they also appear in the D20 Stargate SG-1 RPG supplement Living Gods: Stargate System Lords as shock-troops for the Goa'uld System Lord Manannan mac Lir. They differ from regular Zombies because they are warriors, not ravenous monsters bent on eating people, and are instead silent monsters bent on killing people in the most merciless, efficient and ruthless manner possible.

The requirement of a cauldron to create undead for a campaign setting would be pretty cool, especially if, after repeated use, the cauldron becomes more and more magical and twisted towards evil undead creation, thereby tying the magician to using the same cauldron (or losing the ability to create undead until a specific vow is fulfilled in the event the item is lost, stolen or destroyed).

In terms of Savage Worlds, the Cauldron-Born are as follows:

Agility d8 Smarts d4 Spirit d8 Strength d8 Vigor d12
Pace 6 Parry 6 Toughness 12 (2) Charisma -4

Abilities: Fearless, Fear -2 (Guts check -2), Undead (+2 to recover from Shaken, +2 to toughness), Frenzy.

Skills: Fighting d8, Shooting d8, Intimidation d8, Notice d6.

Sword (STR+d8), Armor (+2).

Sunday, November 21, 2010

[Monsters] Nosferatu!

I had this monster planned for my Savage Colonial Gothic game but improved on it since reading the recent Grognardia Retro-Clone version post.

Count Orlok is a traditional Nosferatu Vampire. I suggest that GMs watch both the original movie and the 2000 film Shadow of the Vampire to demonstrate how to play this powerful NPC.

Count Orlok (Wild Card)
Agility d8 Smarts d8 Spirit d8 Strength d12+2 Vigor d12
Pace 6 Parry 8 Toughness 10 Charisma -4

Hindrances: Weakness (Fire, Running Water, Garlic, Reflection, Holy Symbols and Water, Sunlight, Stake through the Heart, Invitation Only).

Edges: Undead (+2 to recover from Shaken, +2 to toughness), Fear (-2 to Guts rolls), Invulnerability (except to Weaknesses), Sire (can create vampires from drained opponents, 50% chance), Feed (Vigor roll -2 or gain Fatigue level for each feeding, recovery takes 1d6+1 days per Fatigue level), Summon (10d10 rats or 3d6 wolves), Charm (as Puppet power), Transform (to mist, bat or wolf), Miasma (area around vampire becomes unhealthy, starts at 1 mile radius and grows 1 mile each day to maximum 12 miles radius, -2 to rolls to resist disease or curses for all occupants in area).

Skills: Fighting d12, Intimidation d12, Notice d8, Guts d8, Shooting d6, Throwing d6.

Wednesday, November 10, 2010

[Monsters] A Quick, Large and Angry Dog

"It's not the size of the dog in the fight, it's the size of the fight in the dog. " -- Mark Twain

While not technically a monster, a large (and fast) dog is still a danger to most people. I used this dog in my Savage Colonial Gothic game to good effect. He's tough, fast and packs a nice bite!

Quick, Large and Angry Dog (Wild Card)

Agility d8 Spirit d6 Smarts d4 (A) Strength d8 Vigor d6
Pace 8 Parry 4 Toughness 7

Edges: Berserk, Alertness, Brawny, Quick, Thick Hide

Hindrances: Bloodthirsty, Loyal

Skills: Fighting d8, Tracking d6, Notice d6+2, Stealth d6, Intimidate d6

Bite, Str + d6

Sunday, October 31, 2010

[Monsters] The Headless Horseman!

Happy Halloween!

When I ran the Savage Colonial Gothic game, I included a headless horseman, not the original one but one created by evil forces after the PCs killed him. I figured the irony would be sweet!

Unfortunately, he never came on the scene as the campaign fizzled before his grand appearance. Oh, well. I'll have another chance at this headless rider at some point.

Headless Horseman (WC)

Agility d8 Spirit d12 Smarts d8 Strength d10 Vigor d6
Pace 6 Parry 8 Toughness 9 Charisma -0-

Edges: Ghost Warrior, Improved Block, Fearless, Alertness

Hindrances: Mean, Vengeful

Skills: Fighting d12, Riding d12, Stealth d8, Notice d8+2, Intimidation d12.

Equipment: Sword, Str + d8


The Horseman's Horse

Agility d6 Spirit d6 Smarts d4(A) Strength d12+3 Vigor d8
Pace 8 Parry 6 Toughness 10

Edges: Ghost Warrior, Fleet-footed, Size +3, Sturdy, Calm

Skills: Fighting d8, Guts d8+2, Notice d6

Kick, Str + d6


So be safe, don't eat too much candy (I always do), avoid too many nasty tricks and don't lose your head.

Tuesday, October 26, 2010

[Monsters] Flying Giant Hand

The Savage Worlds multi-verse mixed-up Forgotten Realms campaign had one final bad guy, a flying giant hand that liked to smash people with it's huge fist. It worked pretty well in combat.

Flying Giant Hand (Wild Card)
Agility d8 Smarts d6 Spirit d8 Strength d12+4 Vigor d10
Pace 8 Parry 9 Toughness 12 Charisma -0-

Edges: Armor (+2), Improved Block (+2 to Parry), Improved Sweep (no penalty for adjacent targets), Large (+4 to hit), Size +5, Flying.

Skills: Fighting d10, Notice d8, Throw d8, Guts d8, Intimidation d10

The Flying Giant Hand came from somewhere near the Blue Meanies. It hired on with the Big Bad on the chance of smashing people and it did the job well. During the final battle with the PCs, Taelisin defeated the Flying Giant Hand with magic and the PCs finished it off. I don’t believe anyone looted the giant glove off the hand, but I may be mistaken.

Sunday, October 17, 2010

[Monsters] Roland the Headless Thompson-Gunner

As a big fan of Warren Zevon, I had to use Roland in my Savage Worlds Forgotten Realms multi-verse mixed-up campaign.

Roland the Headless Thompson–Gunner (Wild Card)
Agility d8 Smarts d8 Spirit d12 Strength d10 Vigor d6
Pace 6 Parry 7 Toughness 12 Charisma -0-

Edges: Ghost Warrior, Improved Block (+2 to Parry), Fearless (Immune to Fear/Intimidation), Hidden in the Mist (Notice with Raise roll to Spot).

Skills: Fighting d6, Shooting d12, Stealth d8, Notice d8, Intimidation d12

Weapon: Tommy Gun 12/24/48 2d6+1 RoF 3.

After Roland killed Van Owen, he wandered Earth fighting in various wars. He was pulled to the Forgotten Realms during the “Banestorms” and took service with the Big Bad. He was stationed on the Isle of the Mists in the pocket dimension, where he gunned down all who tried to gain access to the castle. He was finally defeated by the PCs when they discovered his secret he wasn’t alive and it was his possessed Tommy Gun that contained his spirit. Once they destroyed the Tommy Gun, Roland disappeared.

Saturday, October 9, 2010

[Monsters] Elven Wraith

I wrote up this Elven Wraith for the Savage Worlds multi-verse mixed-up Forgotten Realms campaign. Unfortunately, his background (which I totally have forgotten and didn't seem to write down anywhere) was never revealed.

Elven Wraith (Wild Card)
Agility d8 Smarts d8 Spirit d10 Strength d8 Vigor d10
Pace 6 Parry 8 Toughness 10 Charisma -0-

Edges: Armor (+1 leathery skin), Bony Claws (Str +1), Undead (+2 to recover from Shaken, +2 to toughness), Improved Block (+2 to Parry), Fearless (Immune to Fear/Intimidation), Quick, Wizard, Arcane Background (Magic), Power Points 25.

Skills: Fighting d8, Notice d6, Stealth d10, Guts d10, Intimidation d10, Spellcasting d8

Spells: armor, blast, bolt, healing, light, invisibility, zombie.

The Elven Wraith was the main flunky of the Big Bad, after the PCs took out the Balrog. He was the general of the Big Bad’s army at the final battle. Taelisin gained the Wraith’s enmity early on in the game, but Popper was the one who managed to kill him. He used a LAW rocket in the final battle right when it looked like the PCs were facing certain defeat. The PCs never learned what his name was.

Saturday, June 5, 2010

[Monsters] XZ-31

Infiltrator XZ-31, early model Terminator


The Infiltrator XZ-31 was one of the early model Terminators designed to infiltrate and subvert a human stronghold. The outer human skin, actually grown from vats, and the inner skeleton and drive train was the top of the line.

Unfortunately, in an attempt to make the Infiltrator "more human" a slave human brain was incorporated into the system. The interface between the brain and the onboard computer was faulty, resulting in a lowered intelligence factor. The machine proved to be able to physically infiltrate quite well into human communities, but the social interaction program was very limited, leading to most of them being discovered by wrong answers to the simplest questions that most humans knew.

This "common knowledge" gap, as well as an electrical grounding issue that made them particularly susceptible to electrical damage, lead to the introduction of the Infiltrator YA series within two system cycles which became the model standard ever after. Several dozen decommissioned XZ-31 models were lost during a raid 15 system cycles ago by a human resistance group and their current whereabouts and activities are unknown. Many are believed to have been successfully re-programmed and operating in the field.

Using the Savage Worlds Slipstream Alien Race Generator:

Infiltrator XZ-31: Net: +2

Hindrances:

  • Limited intelligence: Smarts restriction: -3
  • Electrical Susceptability: -2
  • Wanted/Secret (Major): -2
  • Clueless (Major): -2
  • Heartless: -1
Hindrances Total: -10

Edges:

  • Construct: +3
  • Machine Healing: +2
  • Psionic Immunity: +4
  • Level-Headed: +2
  • Technosavvy (Repair d6): +1
Edges Total: +12


Friday, April 9, 2010

[Monsters] Stained Glass Beholder Golem


Stained Glass Beholder Golem

The combined deadliness of the beholder with a crafted golem is quite the guardian. Like other glass golems, they are almost two-dimensional (no thicker than a pane of glass).

Here are the stats for Savage Worlds.

Agility d10 Spirit d8 Smarts d6 Strength d12 Vigor d10
Pace 8 Parry 8 Toughness 11

Edges: Arcane Resistance, Armor +3, Camouflage, Construct (+2 to recover from Shaken), Fearless, Flight, Eye-Stalks (10 eyestalks that can attack with eldritch beams for 2d6 damage each), Main Eye (large cone template, vs. Agility or 2d10 damage), Size +1, Weakness (double damage from blunt weapons).

Skills: Fighting d8, Shooting d10, Intimidation d8, Notice d8, Stealth d8