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Showing posts with label Cryptid Corner. Show all posts
Showing posts with label Cryptid Corner. Show all posts

Tuesday, March 11, 2014

Cryptid Corner: Raskovnik

I've re-assigned the old Cryptid Wednesday posts to a category called "Cryptid Corner," the new name of this feature. I've left the old names of the posts but the tags are all corrected. Today we go to the Balkans for a cryptid plant rather than a creature as such.


Raskovnik


In remote and distant fields grow an herb called raskovnik, or thief's clover. It grows in close proximity with other herbs, and an untrained eye could pass over a specimen a hundred times without ever espying it. The herb can be found with some difficulty by druids, yielding at best 1 quatrefoil per hour. Tortoises and snakes are quite capable of finding it, and will be able to direct a character to a clump of 1-6 quatrefoils per hour. This never reaches more than 10 quatrefoils found in a given field in a month.

When the stem of a raskovnik plant is placed in a lock for 1 turn, the lock will be opened (it is permanently broken). This applies to all non-magical locks, regardless of complexity. Inserting a raskovnik stem into a trapped lock will trigger the trap on a roll of 1-2 in 1d6. A Wizard Locked door can only be opened by a number of raskovnik quatrefoils equal to the level of the magic-user who cast the spell. Other magical locks are similarly effected.

A tea can be brewed from at least six raskovnik plants in eight ounces of water. This must be steeped for at least 4 hours to gain the desired effect, and the plants so brewed lose their lock-opening powers. The remaining tea is strongly concentrated and, if drunk, will grant the ability to detect the largest treasure within 120' of the imbiber for 2-12 turns.

Rodents have an insatiable appetite for raskovnik. Hedgehogs, giant rats and other rodent-like creatures within 60' of a raskovnik plant (living or cut) can smell it and will seek to devour it immediately, ignoring anything that comes between itself and the plant.

Wednesday, February 19, 2014

Cryptid Wednesday: Devil Monkeys

This vicious primate originated in Appalachia but is prime for your fantasy realm.


Devil Monkeys

Hit Dice: 2+2
Armor Class: 7 [12]
Attacks: 2 Claws (1d4) or Bite (1d6)
Saving Throw: 16
Special: None
Move: 18
Alignment: Chaotic
Challenge Level/XP: 2/30

Devil Monkeys are a form of primates ranging from 3' to 4' in height, covered in shaggy fur and with long, bushy tails. They are extremely fleet of foot and can leap up to their full 18' movement range in any direction. In combat, they rely upon their vicious sharp claws, though they will sometimes bite. If it makes two successful claw attacks in a round, instead of dealing damage, the Devil Monkey may try to rend armor off of a victim. This takes 2 rounds and the victim may make a saving throw each round to break free of the monkey's grip.

These monkeys live in small troops, generally of 10-30 individuals. A large troop may have a leader, who has AC 6 [13] and 4 HD (CL 4/120). Their typical habitat is in the forests of temperate mountains, and Devil Monkeys have a particular hatred of dogs. Their primitive language may be comprehended using a Speak With Animals spell.

In the mountains where they live, Devil Monkeys are spoken of in hushed tones. They have been known to rip the roofs of covered wagons off to attack the humans inside.

Wednesday, February 12, 2014

Cryptid Wednesday: The Gevaudan Beast

Cryptid Wednesday is back with a horror from France.

Gevaudan Beast

Hit Dice: 6+2
Armor Class: 4 [15]
Attacks: 1 bite (1d8), 2 claws (1d6)
Saving Throw: 11
Special: Knock prone with tail
Move: 18
Alignment: Chaotic
Challenge Level/XP: 6/400

The ferocious beast of Gevaudan is a large creature, resembling a wolf in features but the size of a cow. Its fur is blood red with streaks of black, and its hide is mottled and mangy when seen. This is a vicious predator, showing a particular taste for humans as well as large livestock. Its odor is so noxious as to be unbearable. NPCs must make a saving throw or morale check (referee's option) to continue fighting it in melee.

In combat the Gevaudan beast will often strike directly for the throat of an opponent with its razor-sharp teeth. It can also use its heavy tail to render an opponent prone. A successful hit removes the next turn's action.

It is not clear if the Gevaudan beast is unique, but it is hoped to be. The horror will generally prowl near isolated farming villages.

Wednesday, October 30, 2013

Cryptid Wednesday: Spring-Heeled Jack

I wound up so busy last Wednesday that I missed out on giving you this entry in my series for Swords & Wizardry, which I had actually found the week before. I think he's good for the day before Halloween, though.


Spring-Heeled Jack

Hit Dice: 4
Armor Class: 7 [12]
Attacks: 2 claws (1d4 each)
Saving Throw: 13
Special: Fire breath
Move: 12 (18 leaping)
Alignment: Chaotic
Challenge Level/XP: 5/240

It is not clear whether the well-known Spring-Heeled Jack is a singular being or one of a variety of devils. In either case, it is a menace that dwells in towns and cities rather than the far-flung areas of the world. At first glance, bearing a cloak and hat, he is easily mistaken for a gentleman; but upon closer inspection his glowing red eyes and vicious claws distinguish him; reports of horns may or may not be accurate. Spring-Heeled Jack is capable of outleaping humans, hence his name; on foot he is no faster but he may close short distances in a series of quick leaps.

When he attacks, Jack is known for his blue-white fire breath. A gout of this breath will do 1d6 damage; if Jack breathes into the face of an opponent, they must make a saving throw (vs. poison) or be blinded for 1d6 turns. After he uses this fire he must wait 1d4 rounds before using it again.

Spring-Heeled Jack lives near settlements and has a habit of attacking lone travelers.

Wednesday, October 16, 2013

Cryptid Wednesday: Shadow People

This week's cryptid is an urban legend inspired by that feeling someone is following you.


Shadow People

Hit Dice: 3
Armor Class: 8 [11]
Attacks: Choking grasp (1d6/turn)
Saving Throw: 14
Special: Paralysis, choking grasp, immaterial
Move: 12
Alignment: Chaotic
Challenge Level/XP: 5/240

Shadow people are incorporeal beings that resemble typical shadows thrown by light, but are not themselves composed of shadow. They are physically distinguished by their glowing eyes. Most (75%) of encounters with shadow people are fleeting; they are seen for only a few moments before flitting away. They are not social and have no language, although some shadow people may make an eerie high-pitched noise.

When a shadow person does take an interest in a human, it is generally when it is twilight or later and usually when the human is alone. Solitary travelers and characters standing watch at night are particularly susceptible. If a character meets the eyes of a shadow person, they must make a saving throw or be paralyzed for 2d6 rounds. If the prey of a shadow person is thus immobilized, subsequent saving throws are made at -2 to the roll. After this, the shadow person will attempt to strangle the human; each round, the character must make a saving throw or take 1d6 damage. (No attack roll is made.) Magic-users and clerics may not cast spells while being strangled. A character who has taken damage this way will have the skin near their neck turned white until a Remove Curse spell is cast.

A shadow person's immaterial nature means it cannot be harmed by non-magical means. Magic weapons and spells do it full damage. Likewise, it may pass beyond any mundane boundaries (walls, doors etc) but is stopped by magical barriers, including Protection from Evil spells. It can be turned as a Wight, but is never destroyed by turning.

If killed, a shadow person leaves behind no remains.

Wednesday, October 9, 2013

Cryptid Wednesday: The Dingonek

With my diminished blog output the last month or so, I have been remiss with cryptid monsters for Swords & Wizardry. Here's a classic from Africa.


Dingonek

Hit Dice: 8
Armor Class: 2 [17]
Attacks: Bite (2d8), 2 Claws (1d8)
Saving Throw: 8
Special: Sting (1d4 + lethal poison)
Move: 12 (18 swim)
Alignment: Neutral
Challenge Level/XP: 9/1,100

Found in the most remote jungles and deepest swamps, the Dingonek is a creature that resembles a long reptile with a leonine head, massive walrus-like tusks, and a stinger at the end of its body (an average 15 feet in length). It is covered in armadillo-like scales that make it strongly armored.

A dingonek will not tolerate other predators in its territory, and has been known to quickly slay crocodiles and even hippopotami as well as humans who intrude. It fights ferociously, biting with its massive tusks. Prey that survive this must face its scorpion-like sting and save or perish from its poison.

Wednesday, September 4, 2013

Cryptid Wednesday: The Pope Lick Monster

It's a short week, so you may not have noticed it's Wednesday already. This monster is appropriate for any bridges or high crossings you may have in your campaign setting.


Pope Lick Monster

Hit Dice: 4+1
Armor Class: 7 [12]
Attacks: By weapon (1d8+2)
Saving Throw: 13
Special: Suggestion
Move: 12
Alignment: Chaotic
Challenge Level/XP: 6/400

There are several types of goatmen in the world, but the Pope Lick Monster is among the more dangerous. This solitary creature has the hind legs of a goat, with thick curly hair that is sometimes mistaken for a sheep, and the deformed upper torso of a man. It has an alabaster face with a broad nose and wide-set eyes, and its hair matches the fur on its legs.

The Pope Lick monster is named for a creek that its bridge passes over; there may be others living at other crossings. The bridge itself is an old, rickety and narrow bridge about 100' over the water. The monster's extranormal power is its voice, which is able to act as a Suggestion spell luring victims out further. Sometimes it goads them to leap, or to walk over a dangerous portion of the bridge (3 in 6 chance of falling through) or even to attack their compatriots. Victims who resist will be attacked with its rusty, blood-stained axe (+2 to hit and damage due to 17 Strength).

It is believed that this monster is the result of some horrible evil ritual, or else a fell hybrid of human and goat, and it has lived for at least a century. Whether others exist or not is the subject of fertile speculation.

Wednesday, August 28, 2013

Cryptid Wednesday: The Black Howler

Sure, it was probably a hoax - but the one your players face won't be. Here's the Ozark Black Howler for Swords & Wizardry, as part of our regular Cryptid Wednesday.


Black Howler

Hit Dice: 6+2
Armor Class: 5 [14]
Attacks: 2 claws (1d4), 1 bite (1d8)
Saving Throw: 11
Special: Fear, Surprise
Move: 12
Alignment: Neutral
Challenge Level/XP: 7/600

A black howler is a large creature, somewhat bigger than a great cat, that stalks mountainous areas far from civilization. Its shaggy hair is jet-black and it has two prominent horns that are not typically used to attack because of their backward arch. Black howlers are solitary creatures and are exclusively nocturnal, allowing them to take advantage of the darkness. They will surprise on 1-3 in 1d6 instead of the typical 1-2.

The cry of a black howler is a truly awful thing, and when it is made, all characters within 20' must make a saving throw or flee in horror as per the Fear spell (60% chance of dropping carried items) for one turn. It will generally use this before a fight to drive off as many opponents as possible.

Black howlers are not social aside from mating, and will almost always be encountered alone.

Wednesday, August 21, 2013

Cryptid Wednesday: Cynocephali

It's Wednesday again. This is an ancient cryptid, with roots going back as long as any monster, in legend living in Central Asia and reflected in Greek, Indian and Chinese stories.


Cynocephali (Dog-Men)

Hit Dice: 1+1
Armor Class: 7 [12]
Attacks: Bite (1d6) or by weapon
Saving Throw: 17
Special: Furious attack
Move: 12
Alignment: Chaotic
Challenge Level/XP: 1/15

Cynocephali are primitive, dog-headed relatives of humans. They are not considered humanoids or lycanthropes, and have canine heads but completely human bodies, including their hands and feet. These dog-headed men live in tribes like packs, and speak their own language which includes a series of barks and growls, and is difficult for humans to speak. They are inherently chaotic and live in a winner-take-all society.

The leader of a cynocephali tribe has 3 HD and has 1d4 2 HD bodyguards. Generally, cynocephali will fight with weapons but prefer combat that is close up enough to bare their teeth. When attacking with their powerful bites, these dog-men attack at +2 due to their savage fury.

Wednesday, August 14, 2013

Cryptid Wednesday: Peluda

A French cryptid for the second Wednesday in August.


Peluda

Hit Dice: 6
Armor Class: 3 [16]
Attacks: Bite (2d6)
Saving Throw: 11
Special: Firing quills, poison, breath
Move: 12 / 18 (flying)
Alignment: Chaotic
Challenge Level/XP: 10/1,400

The peluda is a creature about the size of a full-grown bull, with the head of a dragon. Its underbelly contains a mass of what initially appears to be hairs, but are actually quills that are hanging limp. It can straighten and fire these quills (up to 10 feet) at a victim, who must save or be slain by the powerful venom they contain. The peluda can also spray a stream of superheated water at up to 4 characters for 3d6 damage (save for half).

Peludas are vicious creatures that roam the countryside and raids stables. It is actively hostile to human life and will particularly target young and innocent humans. They do not speak any human languages, and will always react with hostility to humans. When killed, the salvageable venom from a peluda's quills will fetch 1000 GP from assassins, or less reputable wizards and alchemists.

Wednesday, August 7, 2013

Cryptid Wednesday: The Wolpertinger

It's Wednesday, so here's a fresh cryptozoological monster written up for Swords & Wizardry.


Wolpertinger

Hit Dice: 2 (squirrel) or 3 (rabbit)
Armor Class: 7 [12]
Attacks: bite (1d6) or antlers (1d6)
Saving Throw: 16 or 14
Special: n/a
Move: 12 / 18 (flying)
Alignment: Neutral
Challenge Level/XP: 3/60 or 4/120

A wolpertinger (pronounced "VOHL-per-ting-er," with a hard g) is a chimeric hybrid creature. Smaller wolpertingers have the body of a squirrel, while larger ones have that of a rabbit. All such creatures have long jagged fangs, antlers, and bird-like wings. They live in dense, temperate forests and hunt alone or in small groups.

In combat a wolpertinger prefers to use its teeth to attack; it will only use the antlers if cornered. They prefer to use their mobility to sneak away and attack prey unprepared.

Wolpertingers will mate with ordinary squirrels or rabbits, and the offspring will not show such characteristics until it is mature, at which time it turns viciously on other "normal" animals of its type. They seek out the company of other wolpertingers, though squirrel and rabbit types never mingle. Their antlers seem to determine status.

In areas where wolpertingers live, a stuffed and mounted sample is a tremendous prize and will be displayed with pride as a sign of good fortune by inn and tavern owners. Providing such an intact corpse (cannot be killed by any large weapon or spell such as fireball) to a tavern owner who does not already have a wolpertinger mount will win such esteem and gratitude that the hunter will not have to pay for his own drinks for the next year; the tavernkeeper and the regulars will sponsor all the beer he can quaff.

Wednesday, July 31, 2013

Cryptid Wednesday: Loveland Frogs

Celebrate Wednesday with a frog-man variant for Swords & Wizardry!

Loveland Frogs

Hit Dice: 1
Armor Class: 8 [11]
Attacks: Bite (1d4) or by weapon
Saving Throw: 16
Special: Device uses
Move: 12
Alignment: Chaotic
Challenge Level/XP: 1/15

Loveland Frogs live in remote swampy environs. These are small (3') bipedal creatures that resemble frogs except for the facility of their hands. They are occasionally mistaken at a distance for extremely ugly halflings, with wrinkled bald heads. They are social creatures and travel in small groups, usually between 2 and 5. Their preferred attack is to ambush solitary travelers or small groups by the side of roads or paths, always at night.

Owing either to magic or some rudimentary technology, these frog-men have relatively sophisticated devices in the form of metal rods. When activated, such a rod gives off telltale sparks, and if used to attack an opponent cause 2d6 electrical damage (save for half). However, a given rod only works if the referee rolls 1-4 on 1d6. A result of 5 or 6 indicates that it will not work for at least 24 hours. Each activation lasts for 2d6 rounds, and a rod should have 1d10 activations remaining before it needs to be recharged (magically or technologically, at the referee's discretion). Only one in three frog-men will have such a device.

Wednesday, July 24, 2013

Cryptid Wednesday: The Dover Demon

It's Wednesday, so there's a new cryptozoological monster for Swords & Wizardry. Like last week, it's an American cryptid, this time from the East Coast in Dover, MA.


Dover Demon

Hit Dice: 2
Armor Class: 8 [11]
Attacks: Hands (1d2/1d2)
Saving Throw: 16
Special: Mental attack
Move: 18
Alignment: Chaotic
Challenge Level/XP: 3/60

The Dover Demon is a small humanoid, with a peach skin tone. It is totally hairless and lacks a nose, mouth, or ears; the only interruption in its smooth skin is the eyes. These are green and glow visibly in the night. Its hands and feet are equally long and spindly, and it grabs and climbs readily, the extremities adapting to rocks with ease.

Most of the time, such a demon is interested in following and frightening humans, slipping away unseen. At night or in poor lighting, the demon's body can become almost translucent, leaving only its eyes visible. It does not speak any language and is not interested in eating, though it will be attracted to magic items. If it can corner a solitary human, it will use its sleep attack and subject the victim to a painful examination, leaving before they wake. Only one demon will be encountered at any time.

If attacked, it will counterattack with a powerful mental assault. This requires a saving throw (vs. spells if modifiers are applicable) and it can stun an opponent for 1d6 rounds, or put them to sleep (as per the spell) for 2d6 turns. Against magic-users only, the demon may attempt to cause the M-U to go incurably insane (same parameters apply).

Wednesday, July 17, 2013

Cryptid Wednesday: The Mountain Devil

Every Wednesday I write up a new cryptid for Swords & Wizardry. This one is from California, where it's known as the Lone Pine Mountain Devil; I'm leaving the location off but keeping the monster.


Mountain Devil

Hit Dice: 5
Armor Class: 5 [14]
Attacks: 2 claws (1d6/1d6) or bite (1d8+poison)
Saving Throw: 12
Special: Poison
Move: 12 (18 flying)
Alignment: Neutral
Challenge Level/XP: 7/600

A Mountain Devil is a fierce bird-like predator that dwells in forested mountains. It stands the height of an average human and has wings and sharp talons, but its frame is furred and its mouth is full of venomous teeth. Their screech will cause pack animals to scurry away in fear.

When a Mountain Devil first attacks, it will swoop down and use its talons to make a first warning attack. If its opponents scatter, it will continue to harry them out of its territory. However, if they stand and fight the Mountain Devil will use its bite, which contains a powerful poison (save vs. poison or die).

Despite their name, Mountain Devils are not evil, but will attack predators and humans in their habitats who are in any way despoiling nature. There is a 75% chance that a Mountain Devil will speak the secret druidic language, and in any case they will never attack a party containing a druid.

Wednesday, July 10, 2013

Cryptid Wednesday: The Mongolian Death Worm

It's been seven days since I wrote up a cryptid for Swords & Wizardry. So without further ado, one of the better pure monsters in the field.


Olgoi-Khorkhoi (Mongolian Death Worm)

Hit Dice: 4-6
Armor Class: 7 [12]
Attacks: Spew poison
Saving Throw: 13, 12 or 11
Special: Poison, lightning, corrosion
Move: 6
Alignment: Neutral
Challenge Level/XP: 4 HD: 9/1,100; 5 HD: 10/1,400; 6 HD: 11/1,700

An Olgoi-Khorkhoi is a bright red worm varying from 2' to 4' in length. It has no head, only a gaping maw that drips venom. Most of the life of these creatures is spent burrowed in sandy or rocky soil, only coming out to hunt a few times a year. Its preferred target are camels and pack animals in general, which they use to lay their eggs, but they will attack humans.

A 2' worm will have 4 HD, 3' having 5 HD and 4' with 6 HD. The death worm has an electric shock that it can use once per day; this is a lightning bolt for a number of d6 equal to its hit dice. If encountered at a distance the olgoi-khorkhoi will always use its shock as a first weapon. Subsequently, it can spit venom up to 5'. On a successful hit, a target must save versus poison or die. If this is unsuccessful, there is a 1 in 6 chance that a character in metal armor is hit by the spray. This will corrode the armor beyond use.

The body of the olgoi-khorkoi is entirely venomous and corrosive. If a metal weapon is used against the death worm, there is a 3 in 6 chance of it being affected and corroded beyond use after the combat (subtract any bonus on a magic weapon from this chance). Any character touching the skin of the death worm must make a saving throw versus poison at +2 or die. Both dangers continue to exist after the creature itself dies.

A dead olgoi-khorkhoi's body is a valuable resource, that may be purchased by wizards, alchemists or assassins. As a rule of thumb, each foot of body weighs 25 lbs. and fetches 500-1000 GP, up to a maximum of 4000 for a 6 HD monster.

Wednesday, July 3, 2013

Cryptid Wednesday: The Batsquatch

In honor of the middle of the week, I write up a cryptozoological horror for Swords & Wizardry. This one is too odd to pass up.


Batsquatch

Hit Dice: 6
Armor Class: 6 [13]
Attacks: 2 claws (2d4/2d4)
Saving Throw: 11
Special: Squeeze
Move: 15 (Flying 30)
Alignment: Neutral
Challenge Level/XP: 7/600

The batsquatch is a creature similar to the elusive sasquatch, and preferring similar hunting territories in temperate and sub-arctic forests and mountains. It stands nine feet tall, covered in bluish fur, and has bird-like claws on its feet. The massive leathery wings on its back are fully functional. Its legs are powerful and muscular, and the knees bend backward, giving it an unearthly gait when it walks. The yellow eyes have half-moon pupils and darkvision.

In the wild, the batsquatch is often hunting, and will attack intruders into its territory. If it is encountered from a distance it will pick up large rocks and throw them for 2d6 damage each. Once engaged in melee combat, the batsquatch lashes out with its long, fierce claws. If a single opponent is hit by both claws in the same round, the batsquatch can squeeze them for 2d6 extra damage.

A batsquatch is a solitary creature. There may be more than one, but no groups are ever spotted together. The batsquatch does not speak Common, but it does speak a variant of the sasquatch language and can be understood by anyone who speaks Sasquatch.

Wednesday, June 26, 2013

Cryptid Wednesday: The Ya-Te-Veo Tree

Every Wednesday on this blog is Cryptid Wednesday. I present one cryptozoological creature, written up for use in Swords & Wizardry. This one is from Africa.

Ya-Te-Veo (Man-Eating Tree)

Hit Dice: 8
Armor Class: 3 [16]
Attacks: 4 tentacles (1d6)
Saving Throw: 9
Special: Crush
Move: n/a
Alignment: Neutral
Challenge Level/XP: X/XXX

The ya-te-veo is a massive creature in the form of a tree with a mass of tentacles rising from a short, stubby trunk. It mostly subsists on insects and the odd bird, but finds human flesh irresistible whenever they come near. When it is dormant, the tentacles look like twisted, withered branches; several of them have eyes that resemble some form of rotting disease. It has a 3-in-6 chance to surprise a party unaware of its nature, with the chance reduced to 2-in-6 if the group contains a ranger or druid. It requires a Speak with Plants spell to speak with a ya-te-veo but it will not obey any commands.

Anyone struck by one of the tentacles must make a saving throw or be caught up in them. A target thus afflicted is crushed for 2d4 damage per turn until dead (or a reasonable approximation), after which the ya-te-veo will drag their body toward its many-toothed maw to eat. If the ya-te-veo consumes a human, the referee should roll a saving throw; failure means that it is sated and will slowly stop its assault after the next round.

The ya-te-veo takes only half damage from bludgeoning weapons. It takes double damage from any fire-related effect.

Wednesday, June 19, 2013

Cryptid Wednesday: the Chupacabra

In the interest of developing some Swords & Wizardry content, and following through on my desire to make up some cryptids, I'm hereby declaring Wednesday to be Cryptid Wednesday on this blog. We'll start with a modern classic.


Chupacabra

Hit Dice: 3
Armor Class: 6 [13]
Attacks: 2 claws (1d3), 1 bite (1d6)
Saving Throw: 14
Special: Suck blood, fear effect
Move: 18
Alignment: Chaos
Challenge Level/XP: 5/240

Best known for killing livestock (particularly goats), a chupacabra is a reptilian humanoid with scaly grayish-green skin. Sharp spines run down its back. They stand 4' tall but can jump as far as 20' in a single powerful hop. The chupacabra is a hematophage, that is, a blood-eater; it latches on with powerful jaws and if the victim fails a saving throw will extract blood, doing 1d3 damage per round. If over half of a victim's blood is drained in this manner, there is a 25% chance that a vital organ is sucked out by the chupacabra, and the victim will die in 2d6 turns without magical healing. If cornered, a chupacabra has a 2 in 6 chance of giving off a piercing screech. This will alert any creatures within earshot. When it screams the creature's eyes will also glow deep red and it gives off a stench like brimstone, a combination which forces observers to make a saving throw or be overwhelmed with nausea for 1d6 rounds.

The chupacabra is intelligent but does not speak any tongue known to man. Its forked tongue makes its speech more akin to that of serpent-men. They tend to be solitary hunters and will have a fight-or-flight reaction to humans.