Friday, November 16, 2018

B/X D&D Monsters

Well its been a long time since I posted anything here. I've been working on some monsters for B/X D&D. I posted some of these on G+ in the B/X D&D group, but with the demise of G+ I wanted to put these some place where people could find them after it's closure.


Drekavac
Armor Class:
6
No. Appearing:
1(1d4)
Hit Dice:
1
Save As:
Fighter 1
Move:
150’(50’)
Morale:
7
Attacks:
Bite
Treasure Type:
nil
Damage:
1d4
Alignment:
Chaotic
A thin childlike creature with a gaping maw with sharp teeth. They are grotesque with heads too large for their body’s and a covering of sparse and patchy hair. Their eyes glow with an infernal light. The Drekavac is only found out at night or in dark places. Its most notable attribute is its scream. Any creature within 60’ of the Drekavac when it screams must make a save vs. spells or run away in fear for 1d10 rounds. The Drekavac is an evil undead that rises from the graves of children who were not dedicated to a deity after birth. Even if physically slain a Drekavac will rise again the following night and will continue to do so until a bless spell is cast upon its mortal remains. They can be turned as wights.

Nokken
Armor Class:
6
No. Appearing:
1-4
Hit Dice:
3
Save As:
Elf 3
Move:
90’(30’)/
swim 120’(40’)
Morale:
6
Attacks:
1 Bite
Treasure Type:

Damage:
1d6
Alignment:
Chaotic
A clever dangerous creature. Nokkens are shapeshifters and will commonly take the form of a handsome man playing the harp, a beautiful white horse, a wooden boat, a log, etc. The objective of all these forms is to lure people into the water and drown them where it will feed on their corpses. The Nokken are able to cast Charm Person once per day. They then have their charmed victims come to them in the deepest part of the pond or lake that they inhabit. The true form of the Nokken is particularly horrifying. They have a head of thick tangled hair. Their skin appears as that of a drowned corpse covered in aquatic grasses and weeds. Their maw is filled with razor sharp teeth. Their eyes also glow with a ghostly light. When they are in horse form they are sometimes called Backahastens.


Huldra
Armor Class:
7
No. Appearing:
1-6
Hit Dice:
3+3
Save As:
Dwarf 4
Move:
120’(40’)
Morale:
7
Attacks:
1 bite
Treasure Type:

Damage:
1d6 damage
Alignment:
Chaotic
Huldra appear as beautiful women but with a cowtail that they go to great lengths to hide from view when interacting with mortals. The back of a Huldra resembles a hollowed-out tree trunk. Huldras are seductresses and go to great lengths to seduce and/or charm their human victims. Huldra will take their victim deep into the woods where they will either keep their charmed victim as a slave/pet or feed upon them. Three times per day the Huldra may cast the equivalent to a Charm Person/Monster spell.

Draugen/Draugr
Armor Class:
6
No. Appearing:

Hit Dice:
8
Save As:
Magic-user 8
Move:
90’(30’)
Morale:
12
Attacks:
2 fists or 1 bite
Treasure Type:

Damage:
1-4/1-4 or 1-8
Alignment:
Chaotic
This undead appears as a blackened, swollen, corpse. They exude a horrible stench of decay. This smell is so bad that anyone within 20’ failing a save vs. paralysis will be overcome by the smell and fight with a -2 to hit, damage, and save from the wrenching and choking on one’s own bile. They retain some semblance of intelligence and are not mindless. They have the usual immunities of the undead.
Just viewing one can have a terrible effect on the viewer. Anyone viewing a draugen/draugr must make a save vs. Spells or be driven mad by what they see. What effect the madness has is determined by rolling on the following chart-
  1. Comatose: The victim will collapse in a semi-conscious state and is unable to do                anything to even defend themselves.
  2. Sobbing and screaming: The victim is -2 to hit, damage, and save. Their AC also suffers a -2 penalty. (cumulative with any other penalties).
  3. Run in fear: Using their running movement rate the victim will move as fast and as far away from the draugen/draugr as possible.
  4. Hopelessness: The character will do nothing to defend themselves from the monster’s attacks. They can be led by other characters.
These effects last for 2d6 turns
They usually have three reasons for their existence. One is to guard what they consider their treasure; they are fueled by the avarice that they had in life. Another is to wreak havoc on the living regardless of who they are, this fueled by their fear of death. Finally, they are there to exact revenge on those who wronged them in life.
The attacks of the draugen/draugr are to expand their size and crush their opponents, the draugen/draugr expands to fill a 10’x10’ area and anyone in that area with it suffers 3-18 points of damage on the first round and 1d6 damage per round thereafter. They will also bite and consume the living. When expanded, they are also able to swallow victims’, not being crushed, whole which inflicts bite damage on the first round and 1d6 damage per round thereafter, those who have been swallowed can attack from the inside but only with a weapon the size of a scramseax or smaller. .


Gobbler
Armor Class:
7
No. Appearing:
1-2
Hit Dice:
2
Save As:
Fighter 2
Move:
120(40)
Morale:
7
Attacks:
Contact
Treasure Type:
Nil
Damage:
Hunger
Alignment:
Neutral
These are the ghosts of Gluttons. They are attracted to food and dropped food will stop their pursuit of opponents. Their only attack is to pass through their victim who then experiences unbelievable hunger pains. This causes them to have to Save vs. Spells or be treated if they are under the effects of a Slow spell. The hunger pains also cause the victim to attack at -2 and anything needing concentration or precision is not possible. The victim also cannot cast spells during this effect. No amount of eating will alleviate the hunger. This effect lasts for 1d10 rounds. Gobblers are turned as wights. Being incorporeal they can only be affected by magic and holy items.



Desiccated Zombie
Armor Class:
4
No. Appearing:
1-8
Hit Dice:
3
Save As:
Fighter 2
Move:
60(20)
Morale:
12
Attacks:
1 claw/bite
Treasure Type:
Nil
Damage:
1d6
Alignment:
Neutral
These are Zombies that have been dried out until their skin is tough and leathery. All weapons do 1/2 damage against them. They are however very susceptible to fire (all fire damage is doubled). Otherwise they are treated as the same as zombies.


Some Creatures that were inspired by my playing of Darkest Dungeon

Fungal Artillery
Armor Class:
6
No. Appearing:
1-2 (2-12)
Hit Dice:
1
Save As:
Fighter 1
Move:
90’ (30’)
Morale:
7
Attacks:
Spore Spray
Treasure Type:
nil
Damage:
Special
Alignment:
Chaotic
This four-legged creature looks like a mushroom that sprouted four gnarled legs. They attack by spraying a cloud of spores at their opponent. The effect of the spores depends on the type sprayed. The types of spores are-
  1. Choking: This cloud of spores effects a 10’x10’ area. Anyone inside of it must make a save vs. poison or be asphyxiated for 1d6 damage for 1d3 rounds.
  2. Blinding: This cloud of spores’ obscures vision. A save vs. Poison must be made by anyone in the 20’x20’ area of effect. Failure means the victim is -4 to hit. Success means that the victim is -2 to hit. They often use this spray to mask their escape. The cloud lasts for 1d6 rounds.
  3. Marking: This spore cloud marks the victim. Fungal Scratchers and Fungal Giants will be +2 to hit the victim unless a save vs. poison is made.
  4. Sleeping: This spore cloud will cause the victim to fall unconscious for 1d6 turns if a save vs. poison isn’t made. Unless still in combat a Fungal Artillery will command one of the Scratchers to carry the unconscious victim back to their Fungal Mother.


Fungal Scratcher
Armor Class:
5
No. Appearing:
2-5 (3-12)
Hit Dice:
2
Save As:
Fighter 2
Move:
90’ (30’)
Morale:
12
Attacks:
Claw/Claw
Treasure Type:
nil
Damage:
1-4/1-4
Alignment:
Chaotic
These fungal creatures are roughly humanoid in appearance (having once been human). They are alien in their intelligence and are often under the control of Fungal Artillery. Their limbs are gnarled and twisted, and their hands have become claw like making two attacks per round. They are not affected by sleep, charm, or illusions.

Fungal Giant
Armor Class:
4
No. Appearing:
1-3 (2-5)
Hit Dice:
4+2
Save As:
Fighter 4
Move:
120’ (40’)
Morale:
12
Attacks:
2 Fists or by Weapon
Treasure Type:
nil
Damage:
1-6/1-6 or by Weapon +2
Alignment:
Chaotic
These are creatures who have been transformed by a Fungal Mother who were larger than man size in their former lives (Ogres, Gnolls, Trolls, etc.). They are twisted fungus covered parodies of their former selves.

Fungal Mother
Armor Class:
5
No. Appearing:
1
Hit Dice:
6
Save As:
Fighter 6
Move:
60’ (20’)
Morale:
8
Attacks:
Spore Cloud or Tendril
Treasure Type:

Damage:
Special or 1-8
Alignment:
Chaotic
This is a 10’ tall mushroom with tendrils sprouting from its trunk and its base. The ones at the base serve to move the creature while the ones along the trunk serve as appendages. The Fungal Mother can release spore clouds just like the Fungal Artillery but at twice the area of effect, damage, and duration. The tendril attacks of the Fungal Mother also carry the infectious fungus to transform the victim into a Fungal Scratcher (or Fungal Giant if appropriate) unless a save vs. poison is made at -4. This transformation takes 1-3 weeks and can be reversed by a Cure Disease and a Remove Curse spells but once the transformation is complete it is irreversible short of a wish. The Fungal Mother will always be attended by many of the Fungal Artillery, Scratchers, and Giants. She is never alone. If a Fungal Mother is killed, she explodes in a cloud of spores that covers a 60’x60’ area that causes 2d10 damage to all within its area of effect. The victims of this explosion must also make a save vs. poison at -4 if they fail their save, they are infected with Fungal spores that will transform the victim into another Fungal Mother in 1d6 days.