Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

Sunday, August 15, 2010

New Monster: The Slender Man

Inspired by the "mythical myth" created here: Something Awful Forums, a new monster for AD&D 2e.

Climate/Terrain: Any forested or wilderness area, typically new growth forests where the creature's nature lends it a level of natural camouflage.

Frequency: Very Rare (possibly unique)

Organization: Solitary (possibly unique)

Activity Cycle: Any

Diet: Carnivorous

Intelligence: Exceptionally - Genius

Treasure: Unknown

Alignment: Chaotic Evil

No. Appearing: 1

Armor Class: 3

Movement: 18, 18 (braciation), 12 (climb)

Hit Dice: 7

THAC0: 13

No. of Attacks: 2 claw or 1 bite (see below)

Damage per Attack: 1d8/1d8 (claw/claw), 1d10 (bite)

Special Attacks: Grapple, Bite/Chew, Surprise

Special Defenses: See below

Magic Resistance: 25%

Size: L (approx. 8')

Morale: Champion 16



The Slender Man is very rarely encountered, at least by those who live to repeat the tale, and is believed by some sages to be a unique and malignant entity lurking in the birch and aspen forests of Thylia. It appears as an impossibly thin and wasted humanoid figure standing approximately eight feet tall. When encountered within the forests (its preferred haunt), the creature imposes a -5 penalty to opponents' surprise rolls as from a distance, it is nearly impossible to distinguish from the trees around it. Once it has attacked, though, this benefit is lost as its victims know what to look for.

When combat is joined, most resemblance to humanoid beings is lost as it is revealed that the Slender Man has many tentacles (2-3' long) along the back of its arms and legs permitting it to climb even vertical, virtually smooth surfaces and allows the creature to swing from branch to branch as if it were a mockery of some great ape.

It strikes using two great hands that are, like its frame, impossibly elongated and terrifying and end in sharp, hooked talons. If both claws successfully strike against an opponent in one round, that opponent will be grappled and drawn close to the Slender Man immediately for a bite attack. Once grappled, a victim can only escape by rolling a successfull bend bars/lift gates roll and only has a 50% chance of having and arm free to utilize small weapons against the Slender Man (no medium or large weapons can be used when grappled). While grappling, the Slender Man will continue to chew and drain the blood from his victim for normal bite damage each round and will attempt to flee simultaneously with his victim. It is considered to have STR 19 with regards to encumbrance.

The Slender Man takes only 1 point of damage from piercing type attacks because its thin frame is so difficult to target. Likewise, bludgeoning weapons inflict only half damage. Slashing weapons inflict normal damage while swords of sharpness and vorpal type weaons inflict double damage in addition to all other effects of such weapons. The Slender Man will immediately flee from these types of weapons, but will attempt to slay their bearers by stealth, bearing a specific hatred for them.

Furthermore, the Slender Man is strongly resistant to magic.

It is unclear if there is only one of these creatures, or if there are many, but they have been a part of folklore and terror stories for many years in rural areas and are frequent bogeymen used to frighten children and keep them from wandering into the woods. They are never seen in more heavily urbanized regions and tend to stay towards the fringes of civilization. It is unknown if any of them collect treasure or valuables.

Tuesday, September 8, 2009

Drow Part I

I don't like the Drow; which is to say that I do not like what the Drow have been turned into after 20+ years of D&D history and gaming. Somehow, somewhere along the line, they changed from an altogether creepy, consciously immoral race of evil elves broken from their kin and mutated by the mysterious radiations of the depths below the earth to an entire race of chaotic good rebels against a decadent and evil society of their peers. I suspect, perhaps too strongly really, that a certain TSR fiction character by a certain author who shall remain nameless, though I tend to think he rather "gave permission" to a practice that was already rampant by that time. After all, I'm sure that by the time D3 came out, there were more than a few persons chomping at the bit to sink their teeth into a Drow character.

Of course, there are other issues at work. First, and in my mind foremost, how many different brands of elf do we really need? There's already mechanically distinct flavors for wood elves, high elves, grey elves, and elves ad nauseum. Do we really need a special entry for "evil elves"? Granted, according to the grand D&D mythos, Drow aren't just evil elves, they're mutated by the magical radiation of their deep, subterranean lairs, but at times that just seems like an excuse for the next generation of gamers to play an "elf with bonuses" rather than anything else. In their first appearance in Gary's writings (I think they showed up in the Monster Manual, but I may be mistaken), they were little more than a legend, a foot note to a larger elf entry. It was the especially magic nature of Gary's underworld that had changed them, an artifact of setting rather than of sort, thus, I don't think that Gary ever intended all Drow to look the same on paper. They were a prime target for referee individualization and in that light, I'm gutting the Drow of all their magical gizmos and noisemakers. They are, from my perspective, holdover elements from the setting of Greyhawk and, worse yet, the Forgotten Realms and have little or no relavence on my conception of what a conciously evil society of elves would be.

Second, there are whole layers of unfortunate implications orbiting around the dark skinned Drow. Of course I'm not going to attribute racism where none exists, but seriously, the situation is ripe for misinterpretation. Which isn't to mention why a race living underground and far from light would have its skin turn black when, scientifically speaking, the opposite would be true. Of course I know that for Gary, the Drow's blackness was largely metaphorical, a blackness of the soul that was physically manifested as darkened skin pigmentation, but at the same time, I don't see the need for this, leastways because the moment a player catches sight of a dark skinned elf underground he knows precisely what he's in for. No, I see no need at all for dark skinned evil elves when there are other, more interesting ways to deal with physiognomatic ways of expressing inner darkness and spiritual rot. Salvatore from Name of the Rose springs to mind. Jeremy Irons as an "uber-morlock" even more so.

Of course, it's only natural from there to move on to the completely dysfunctional society. Honestly, has anybody seen a culture more rooted in backstabbing, betrayal, and self-gratification as the Drow are most often portrayed as? To the point of ineffectuality even. Nope, my Drow will work and play well, if not with others, than at least with each other.

Then there's the whole spider fixation. On the one hand, yeah, spiders creep me the fuck out. On the other, I'm really tired of Lolth and the dysfunction inspired by the whole premise. Honestly, here I'm torn about whether or not to pull it out entirely.

From what's left (a basic, pointy eared elf), I want to build up towards something that's not related to a certain wangsty character that's inspired millions of copy cats.

Wednesday, August 19, 2009

Illithid of Thylia Part II

Rather than just edit the previous post like any normal human would, I'm going to make this a follow on post.

For the most part, the Illithid remain an unknown quantity in Thylia. Typically living in deep, subteranean caverns, it is rare for the mind flayers to step foot upon the surface of the world, though from time to time, explorers have stumbled upon one of their outposts and lived to tell the tale. What is known to the surface world is based almost entirely on wild stories that grow more lurid and less true with every telling and the academic observations of a handful of sages lucky enough, or mad enough to have gotten their hands upon the body of one of these creatures and some of their belongings: Petras is one of the more widely known "experts" on the subject and occasionally will hire the foolish and greedy to venture beneath the surface of the world to collect samples for him.

In truth, the Illithid are the first sentient species to inhabit the place now known as Thylia, or at least the remnant of it since it is almost certain that their current form is not their original for it is the driving motive behind all of Illithid society to drive their race to physical and mental perfection via targeted modification. Having had practice for many thousands of years, the mind flayers have grown exceedingly skilled at biologic and genetic "artistry" as they would term it. Potential changes are proposed and discussed by a council convened once every century where further and alternate courses of research are explored. When a desired change is fully agreed upon, it is implemented in young Illithid and undifferentiated spawn (a viscous and vile slime kept in great vats by tenders capable, with electric stimulation, of spawning half-power Illithid in 1d2 weeks and grow to full strength over the course of 1 year) where its effects upon the population can be carefully monitored. Eventually, the modification will breed into the population as a whole and the original form left behind.

Long ago, a mind flayer exploratory party discovered the mortal races infesting the sunlit realms and found in them not vermin or food (though they found the brains of these creatures to be particularly appatizing), but a blank genetic/biological canvas upon which to paint their will: a collection of simple, uncomplicated DNA strands compared to the vastly denser Illithid genetic code providing a perfect experimental test-bed to be used without compunction. It's unclear how many test subjects are kidnapped from the surface and how many are purpose bred, but it is almost certain that the humanoid and demi-human races have all been affected by the experiments of the Illithid lurking beneath their feet.

Tuesday, April 21, 2009

The Hagli'mesh

Climate/Terrain: Cold boreal forest and taiga south of the mountains and dwarven kingdom, never found in remnants of old empire and kingdoms of south
Frequency: Very Rare
Organization: Solitary
Intelligence:non- to exceptional
Treasure: NA - See below
Alignment: Chaotic Evil
No. Appearing: 1
Armor Class: 2
Movement: 9
Hit Dice: 6
THAC0: 15
No. Attacks: 1 (smash) or 1 (throttle)
Damage Attacks: 1d6+6 (smash) or 1d4+6+Level Drain (throttle)
Special Attacks: Level Drain, Move Silently/Hide Shadows
Special Defenses: Standard per undead, Immune to Ice/Cold attacks
Magic Resistance: Nill
Size: Small
Morale: 20 Fearless

Hagli'Mesh appear as small elf children, twisted and deformed and pierced by long ceremonial flint blades. They walk with a twisted and stumbling gait, but are suprisingly graceful when required.

Combat: Hagli'Mesh are capable of moving silently through the forests and hiding in shadows as a thief level 6. They will often use this to approach a party undetected and ambush them for maximum effect due to their slow movement rate. Due to their twisted forms, they are unable to charge or increase their spead above Movement 9.

Hagli'Mesh attack by slamming their fists into foes and scrabbling at the throats of their victims. Due to their great strength, they are capable of inflicting significant damage. If an attack succeeds by more than 5 on a d20, the creature has managed to get a grip on his victim's throat and will begin strangling the poor creature the next round, causing 1d4+6 damage per round and draining 1 life energy level per round until the creature is slain or its grip is broken via a successful bend bars roll.

They are immune to mind affecting spells as are all undead and are further completely immune to ice or cold attacks.

Tactics depend largely upon the intelligence of the individual Hagli'Mesh. Those that have completely lost their minds during their transformation will attack with mindless brute force until either they or their opponents are dead. Those with greater intelligence will fight as appropriate, using ambush tactics, hit and run attacks, and others, but will never relent in its quest to see its victims dead short of its own destruction.


Habitat/Ecology: The semi-nomadic elf tribes wandering the taiga and boreal forests south of the mountains leave in their wake small shrines to the Hagli'mesh, an elf word with no literal translation into common or, seemingly, any other language. The word refers both to a physical structure and, only in whispers, a being. Constructed of a mastodon or mammoth hide stretched over the ribs or tusks of the animal, or in rare cases a thin lattice work of saplings, individual Hagli'mesh shrines can easily be mistaken for the dwelling of local forest sprites or supply cache, but woe betide those who invade the sanctity of such structures.

Within such a structure, there is a small humanoid corpse pierced by a long flint or obsidian blade and propped up in a pose resembling what humans call a "scare crow." Closer examination by a knowledgable individual will reveal that the figure is, in fact, a slain elf child (no more than 25-30 years old, equivalent to a 12 year old human child)with various grave goods strung about his neck in the form of a necklace of berries, fruits, dried meats, cakes, and other food stuffs. Only very rarely is anyting of monetary value discovered by the unscrupulous.

Throughout the region, elf tribes typically remain in one area, living in semi-permanent buildings constructed of hide and mastodon bone, for anywhere between 50 and 100 years. After such time, they pack everything onto their sledges and pack animals and migrate in cyclic patterns throughout the forests and taiga. Before leaving, however, the child of the most materially prosperous family is sacrificed by driving a ritual flint blad through the boy and covering him in a fresh Hagli'mesh structure. Left unattended and unmolested, such a structure and its sacrificial offering are torn down by local wolves or other wild animals within only a few days.

Such sacrifices are offerings by the elves to return some of the prosperity that the land has given them, and no elf would dream of refusing to offer their own child willingly in such a ritual, though they are not beyond acts of great "generosity" at times, giving away large amounts of their material wealth at strategic moments to ensure the survival of their own children. Most times, nothing goes wrong, but occasionally, some individuality is left to the sacrificed child, enough for it to grow angry over its condition and to rise again and wander the wood at night, enacting its hatred and loathing of life on any creature within its grasp . . .

Thursday, March 19, 2009

Eternal Guardian

A new(ish) creature from Thylia. Hope you enjoy it.

Eternal Guardian

Climate/Terrain: Any, usually Subterranean
Frequency: Rare
Organization: By Squad, Unit, or Army
Activity Cycle: Any
Diet: NA
Intelligence: Semi (2-4) See Below
Treasure: NA (see below)
Alignment: True Neutral
No. Appearing: 2-20, 20-200, special
Armor Class: 4
Movement: 9
Hit Dice: 3+2 (foot soldier), 6+3 (officer)
THAC0: 17
No. of Attacks: 1 by weapon foot soldiers, or specialized by weapon officers by level
Damage/Attack: by weapon or 1d4
Special Attacks: Nil
Special Defence: as undead
Magic Resistance: Nil
Size: M
Morale: Fearless (20)

These beings appear at first to be heavily armed and armored dwarves, but upon closer inspection, the faces beneath the helms and other exposed flesh is shirveled and dried looking. The eyes, unlike the lively twinkle of living dwarves, are milky white and dead looking. Their weapons and armor are in excellent repair, though the wear of ages is evident.

Combat: Eternal Guardians fight much as they did in life, in formation and as a group. They fight with the weapons they carried before death (typically short swords, battle axes, or hammers, and every individual carries at least one spear) and the armor is as it was at the time of their interment (typically chain and shield or splint mail). The rank and file foot soldiers' armament are mundane, but officers may (35% chance) carry some magic upon them, typically a magic weapon or armor, though some have been known to have rings, gauntlets, or similar.

In battle, they will fight in perfect battle formation, commanded by any officers present. They display unnerving coordination, turning and wheeling as if by common, silent consent and, indeed, they have a limited form of telepathy amongst themselves within a range of 100 yards and use this ability to communicate tactics and plan changes.

When encountered as a single squad of up to 20, one of thier number will typically be an officer if far from a larger group. In larger groups and armies, there will be one officer for every 30 guardians that will direct the actions of their units. Though no concrete evidence has been brought forth concerning such matters, it is rumored that there are generals amongst their ranks of no less than 9 hit dice and decked in the best armor available. When left on their own and with no direction from the living, Eternal Guardians will attack any non-dwarf who does not bear a symbol of Kerak-Neth, the ancient dwarven capital. Any who surrender will be treated fairly and remain unharmed as long as they behave. Any dwarf with knowledge of the ancient dwarven language who declares himself and his family name can attempt to command the eternal guardians, though this is risky. If such orders conflict with their overal goal of defending the dwarf nation, they will turn their anger against the imposter.

Each eternal guardian has the same immunities as other undead. Further, they are turned as if 3 greater hit dice. They can be commanded only by a dwaven cleric of the Light.

Habit/Society: Usually, unless mustered by the resident priests or military leaders, the Eternal Guardians rest upon their beirs, weapons on their chest and shield at their feet, ready should they be called up. Only the call from a legitimate authority will wake them, or the audacity of any creature that tries to loot them while at rest.

Ecology: When a dwarf declares his devotion to the craft of warfare, he swears and oath to defend the dwarven people forever. Such oaths are taken very seriously, and mere death is no release. Upon a warrior's death, assuming the body is retrievable and relatively whole, it will be prepared by the priests by being packed in dessicating salts and minerals and filled with such material. When the body is completely dried and the organs replaced with salt or sand, it is re-armored and placed upon a shelf along with hundreds of its fellows, there to await need.

Monday, March 9, 2009

The Wyf

Heht mec mon wunian on wuda bearwe
I was bid to remain in a wood grove

under ÿctrÿo in þÿm eorðscræfe.
under a tree in this cave.

Eald is þes eorðsele, eal iÿ eom oflongad.
Ancient is this cave-dwelling, I am consumed with longing.

Sindon dena dimme, dÿna ÿphÿa,
T he vallyes are dark, the hills high,

bitre burgtÿnas brÿrum beweaxne,
the cruel town enclosure with briars is grown over,

wÿÿ wynna lÿas.
the dwelling place is joyless.

Ful oft mec hÿr wrÿþe beÿeat
Very often here I am bitterly seized because of the

fromsÿþ frÿan. Frÿnd sind on eorþan
departure of my lord. Is my lover

lÿofe lifÿende, leÿer weardiað,
occupying his own death bed,

þonne iÿ on ÿhtan ÿna gonge
when I at dawn walk alone

under ÿctrÿo ÿeond þÿs eorðscrafu.
under and oaktree through these graves.

Þÿr iÿ sittan mÿt sumorlangne dæÿ;
There I must sit as long as a summer's day;

þÿr iÿ wÿpan mæÿ mÿne wræcsÿþas,
there I must weep for my wretched journey

earfoþa fela, for þon iÿ ÿfre ne mæÿ
my troubles are many, for I have never

þÿre mÿdÿeare mÿnre ÿerestan,
had rest from my grief,

ne ealles þæs longaþes þe mec on þissum lÿfe beÿeat.
not wholly, since my life began.


Aside from the infrequent stand of birch or larch, deciduous trees are rare in the boreal forests south of Tannhauser for many days' journey. There is, however, an oak perched upon an ancient mound about 5 days march south-west of the stronghold. No other trees grow near or on the mound, but all about is covered in thick briars making any approach slow lest one become tangled.

At the base of the mound, a rough opening leads into an unfinished chamber carved beneath and between the roots of the great oak overhead. No insects or vermin will enter the mound at all and, it is said, that no wise man or dwarf will either, for within dwells the Wyf.*

The crone (for so she appears) is known only as Wyf for she will give no name, but commonly refers to a lost mate. She will happily entertain any guests that arrive, offering collected rain water to drink, and will talk seemingly endlessly about meaningless trivia and gossip that was current perhaps a hundred years prior. She will often tell of other guests that she has hosted, including some recognizable names from local legend, but mostly unknown men and women whose lives she will recount with great detail and accuracy if prompted.

Most information she gives for free will be virtually useless, only enough to tantalize. To divulge anything of worth, details of less than mundane sort that are already known by her audience, the Wyf expects a gift: something of great value to the giver, though not neccessarily of great intrinsic worth. Near the back of her cave, she keeps a sizable hoard of trinkets, gew-gaws, and oddements from previous visitors: lengths of thread, ribbons, shards of glass, a coin from the Telerian empire, an icon of an obscure and mostly forgotten saint, and other paraphenalia. If asked to display her treasures, she will happily do so, but will only show the most mundane items, unless payment is first received in kind.

Once her payment is received, the Wyf will divulge the information sought which will be 95% accurate and in the form of cryptic riddles, stories, or songs. When inaccurate, it will always be of missing data rather than outright falsehood. Information about the location of a lost and powerful artifact will, for example, take the form of a long and meandering tale of its last posessor, taking many detours to talk about ancillary characters or only vaguely related material, but buried within all of it will be a small kernel of truth that a wise and discerning man might be able to use as the beginnings of a roadmap to finding the artifact. In the end, it is up to the guest to decipher and use what the Wyf gives them, and it is the stuff of great heroes, it is said, the ability to untangle these vague and seemingly meaningless clues. Great fortune and fame can be had by correctly interpreting the Wyf's clues, and grave misfortune from mistaking them.

The Wyf shows no favortism, is objective to a fault some say, when payment has been rendered. She will advise bitter enemies alike, sometimes simultaneously, with no regard as to protestations of right and wrong, good or evil. Her tales and riddles, she says, are for all who seek them and can afford them. Within her home, she will brook no violence of any sort: guests are expected to behave themselves, and though she is frail and easily slain by a single weapon strike, it is known that she has the ability to back up this rule with force. Those who incur her displeasure - by demanding aid without a guest gift first, by initiating or perpetuating violence within her home, by rifling through or attempting to steal her cache of things, slaying her or not at least attempting to stop such an act, or perhaps simply by being rude - suffer one of the most dreaded curses known in the civilized, or uncivilized, world.

Mere hours after the incident, a mark will appear on the perpetrator's face in a location not easily concealed. The mark will conspire at any time to be visible: a hood will blow back in the breeze, a mask will slip, etc. Those who view the mark will immediately and forcefully shun the afflicted individual, turning him away at the city gates and refusing him entrance, refusing to cooperate or provide food and shelter for any reason, even going so far as to seek to kill the individual. A marked person will find no respite, aid, or welcome among any of the people of Thylia. Not even the orcs and goblins dare to tempt the evil of this curse and are most savage in dealing with it. Those bearing the mark are forced to wander the world, never staying in one place too long lest they be discovered and attacked by the virtually any sentient being capable of seeing the symbol.

It is unknown if there is a way of removing the curse. Perhaps the Wyf herself would be willing to answer this question, but nobody has ever asked, or if they did, nobody has ever revealed it. Perhaps one of the Mound Folk, to whose ancient writings the symbol bears a striking similarity, but again, it is difficult to find one of those folk in the first place let alone one willing - or able - to answer such a question.


*Yes, anybody with even a passing familiarity with Old English/Anglo Saxon will recognize that word, not to mention the reference. So sue me.

Saturday, February 21, 2009

My Favorite Monsters

Well, Nosims had a good idea, and while it seems like a geeky thing to do, I am nothing if not a geek.

So, as if anybody cared, my favorite monsters.

1. Giant Spiders: Like James, I'm absolutely terrified of the real thing, and whenever they appear in my games, I make absolutely sure that the players are too. Something about the spindly, knobbly jointed legs supporting that drooping, glistening body that looks wet and slimy, but is really warm and dry, its touch like so many pin pricks . . .

1b. Crystal Spider: This one is a varient giant spider from one of my favorite boxed sets, Dark Sun. A spider adapted to a desert world positively rife with psionic energies that has the ability to dazzle and blind enemies with a flash of light, or even cook the flesh from your bones with a concentrated blast of heat. Worst of all, its web is made of near invisible crystal strands that victims will happily walk into without hesitation and be shredded by sharp edges.

2. The Ghoul Lord: Right out of the Ravenloft setting, this little nasty is, essentially, a suped up ghast, adding a particularly nasty diseased touch and the ability to walk through circles of protection like smoke rings. Relatively boring in concept, but in execution, and from the players' point of view, truly terrifying.

3. Dragons: No, really. They're (ugh, I can't believe I'm about to type the word) "iconic," especially when they're not being reduced to the role of overgrown kittens by idiot authors. It's not just a matter of the fact that they're half the name of D&D, it's that dragons, or creatures suspiciously like dragons, have been a part of almost every single human mythology across the planet for thousands of years. They're a part of what it is to be human, which is a lot of what fantasy and speculative fiction is about. If you asked Tolkien and the Beowulf poet, they'd tell you that they are, in fact, illustrative of humans themselves.

4. Vampires: By the same token as dragons, really. These things have been with humans for our entire history. They prey upon certain primitive anxieties and do it so well when they're not subjected to vamp glam.

5. Zombies: One might think they notice a trend with the undead here. And they'd be right. The undead are inherently connected to a deep rooted anxiety of the human condition, and that's why I'll always like them. Of course, I'm talking about the Romero/Russo type zombie rather than the voudon zombies.

6. Galeb Duhr: Living boulders. That is all.

7. Goblyns: Another Ravenloft nightmare, these fellows are particularly vicious in melee combat when they wrap their hands around your neck and then proceed to bite your face off, scoop out your brain, and feast. Something about that just hits a deep seated fear with players perhaps even moreso than anything else.

8. Aboleth: After becoming familiar with HP Lovecraft, I suddenly had a new appreciation for the Aboleth. Ancient, evil, and unfathomable, they lurk in the cold, dark, wet places of the world pursuing what goals only they know. Through their racial memory, they remember a time when the universe didn't exist, a simple fact that makes them an aluring target for an attempted information exchange.

9. Dwarves: Ok, not really a monster, but . . . Before the stout fellows fell prey to the same death as elves, these guys were one of my all time favorite bits of the game. Probably had a great deal to do with The Hobbit truth be told.

10. Treants: Another strong influence from Tolkien, the sentient, motile tree. When the PC's feel that the forest around them is watching them, they might not be entirely wrong.