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

Thursday, October 19, 2023

Telesthetic Hound


The telesthetic hounds of Gnydrion are a domestic animal of obscure origins. As their name suggests, they are superficially similar to the canines brought from Earth in ancient times, but they possess a number of anatomic and physiologic differences, most obviously the extended and flexible snout ending in a star-shaped sensory organ. The protuberances radiating from the nose are sensitive to magic and allow the hound to track the aura of creatures and in some cases predict their future whereabouts.

The hounds are commonly bred within the Doar Obdurate where they are used not only to track criminals, but to predict dissident behavior via their sensitivity to human emotion. Scholars are divided on whether the hounds' capabilities actually allow this, but the Obdurs have never been zealous to let mere proof get in the way of legal certainty.

Friday, December 2, 2022

Weird Revisited: Sin's Queen


The Phlegethon is a river of blood, formed from the runoff from infernal slaughterhouses and soul-rendering plants. Where it snakes through the city of Dis, one finds dens of depravity and vice run by the crime family that bears its name.  Belial is the boss here, and despite what you may have heard, Belial is a woman.

Or least, Belial is now.  Like all hell lords (ladies), Belial can take many forms. These days, Belial appears as a beautiful, dark-eyed woman, usually dressed in black. Her shadow is a deep red and tangible, like velvet.

The Phlegethon family runs brothels catering to unusual, often violent tastes, torture clubs, and brutal fight club gambling houses. Phlegethon’s entertainments draw hell denizens--both devil and damned--as well as visiting debauchees from all over the multiverse.

Combat: Belial uses a cat o’ nine tails when when she wishes to draw out the encounter.  She bleeds her foe tauntingly before the final kill. She carries a silver-plated infernal pocket pistol for those occasions when she can’t be bothered. It fires bullets specially crafted from truly depraved souls that cause lingering pain and disturbing nightmares even after they’re removed unless a their curse is removed.

Diabolical Abilities: Belial can know a mortal’s secret sins or secret desires of a carnal or violent nature at a glance. Her breath can cause an intoxicated delirium. Her slightest touch can cause intense pain or pleasure.

Pacts: Belial may be summoned with a drop of blood shed by a willing victim in either fear or ecstasy, caught in a silver chalice, and then boiled away over a small flame. Belial can reveal secret sins or desires of anyone (for a price) or provide instruction in techniques to prolong pain or pleasure.

Thursday, December 23, 2021

Where the Chaos Thing Fell


When the hordes of the Abyss surged toward the very borders of Hell, one of the mightest of that host was only brought down on the plains of Gehenna. Where the great worm fell, it created a gigantic crater, contributing to the broken nature of the plane to this day. It's in this crater that the corpse of the creature remains.

The shadow of its bulk is tangible, like a black, velvet fungus, it moves over time as if chased by a sun that Gehenna does not have. It is not good to touch the shadow, as it will grow on anything until it consumes it. The Ultroloths sacrificed any number of souls and simulacra in their experiments trying to find a way to bend it to their purposes but to no avail.

They found no use for the shadow, but the same can not be said for the carcass. The Yugoloth consider it a goldmine. The crater is held in the highest security; not even their diabolic allies and clients are allowed to visit their mining and rendering facilities. The dissolution of an abyssal monstrosity is not like the decay of some corpse on the Prime Material Plane. Freed of the monster's alien, but dominating sense of self, its flesh slowly sloughs free and becomes all sorts of smaller grotesqueries. The Ultroloth sorcerer-scientists have been ingenious in the applications they have found for these creatures, including using them as a substrate for the generation of new, lesser Yugoloth. The things also found their way into weapons and material for armor. 

The plague caused in Hell by an attempt to use the creatures' ichor as an enhancement for soldiers was, at best, a minor setback.

Thursday, July 22, 2021

Weird Revisited: The Like You for Your Brains

The original version of this post appeared in 2011...

Bored with the standard monsters? Tired of the same old thing? Here’s a couple of mechanically-unchanged stalwarts with a shiny new finish:

Moon Men
Mysterious beings that appear by night and move silently to feed upon the minds of humans. Moon Men appear as tall humanoids whose heads are hidden beneath gleaming, featureless domes. These scientist-sadists rarely make any attempt to communicate, and treat other sentients with clinical detachment, as if they were mere cattle.

These are good ol’ mind flayers--because tentacles are so last year. The only change would be to dispense with the tentacle attack--or maybe keep it and have pseudopods emerge from a Moon Man’s liquid metal head. With that option, they might literally eat brains, but otherwise its the mind they’re after, not the meat.

Though the picture is Mysterio, the name was inspired by a pulp hero with a similar look.


Brain Parasite
“The brain was in a serious state of liquefaction. Only the brain-stem had any discernable structure. A puncture in the back of the skull likely indicates where the creature insert its venom...Yes, that’s the thing in the preservative vat there. It was completely invisible--or more precisely, simply, unseen--on the victims back until it was killed.  And by then it was too late.”

These reskinned intellect devourers look like the zanti from the Outer Limits and act sort of like the mutant spiders from Metebelis 3, the titular Planet of the Spiders in Doctor Who. I imagine they inject some sort of a toxin into the skull, dissolve the brain slowly, and suck out the sweet, sweet juice over time. 

Sunday, April 4, 2021

Weird Revisited: People of the Feud

This alternate, sci-fi origins of Mind Flayers and Gith-folk first appeared in 2016...

 

There was a colony ship, sent out from Earth or a world very much like it to settle a new world. It's navigators had been genetically modified to take advantage of a new drive system allowing FTL travel. The majority of the colonist were placed into cryogenic suspension for the voyage.

Something went wrong. Inadequate shielding? Purposeful sabotage? No one remembers. The navigators began to mentally breakdown, expose to psychoactive and mutagenic properties of the manifold outside normal spacetime. The ship was stranded stuttering in an out of spacetime.


The navigators began to develop psionic powers and with them certain physical requirements. Boosted quantities of certain neurotransmitters. No synthetic source was available, but there were the stored colonists to feed on.

To help them manage the ship and their food source, the former Navigators awakened a military contingent, a few at the time. They mentally enthralled them and enslaved them. Molding them over generations.


As generations passed under the accelerated mutagenesis of the manifold, both the Navigators--calling themselves the Masters now--and their soldier caste had diverged significantly from their original genotype. The Masters had long ago authorized larger scale awakening of more of the colonists to serve as a more docile slave caste--and cattle.

The Masters grew complacent and removed from human concerns and feelings. They didn't see the revolution coming. A soldier named Gith lead a coalition of the soldiers and the menials against their oppressors they now called Mind Flayers after their manner of feeding.

The former Masters were either killed or used their power to flee into the non-space. The coalition that had brought about their downfall did not long survive. Former menials resented the soldiers as long time collaborators and the soldiers disagreed with the menials attempts to master Mind Flayer psionic disciplines.

When the ship was finally cannibalized and destroyed, two cultures had emerged as firm in their hatred of each other as they were in their former masters.

Friday, October 23, 2020

Weird Revisited: Tome of Draculas!


An orphaned Secret Santicore request in 2013 was for “better draculas.” This cryptic request I interpret in as referring to D&D’s propensity of turning unique creatures from mythology or fiction into a class of creatures. This blogpost was the result.

A dracula then is pretty much like the standard D&D vampire--except that they have a whole “urbane foreign noble fallen on hard times” thing going for them.  For a standard dracula, simply use your vampire stats of choice: give him (it’s going to be a him, most of the time) a foreign accent, a stylish cape, and a dilapidated castle.

With that in mind, here are some dracula variants:

DRACULA, AQUATIC
Aquatic draculas haunt sunken funeral ships or castles submerged by some natural or manmade upheaval. Draculas are restrained by running water, but relatively still lakes, inlets or lagoons provide a place where they may be active at least some of the time. Aquatic draculas are unable to summon rats, bats, or wolves, but crabs, sentient seaweed, piranhas, and unsavory otters are an option.

DRACULA, ANIMAL
Merely vampiric animals (besides bats) are impossible, but the power of a dracula’s curse is such that even beasts must succumb. Dracula dogs are the most common variety, but even cows have been known. Dracula animals have HD 7 and all the usual vampiric powers and weaknesses, plus whatever innate abilities they possessed in life. Magical animals may not be dracula-ized. (An alternate version of the hellcow appears here.)

DRACULA, LOVELORN
Some draculas ache for a love lost and often mistake some woman or another for this long dead inamorata. The charm ability of the lovelorn dracula often convinces the woman in question that she is indeed a reincarnation. Lovelorn draculas are mechanically identical to the standard version, but they are often hunkier and have flowing locks and a penchant for going shirtless. They seldom bother with summoning vermin, though they probably can.

DRACULA, NOSFERATU
These draculas are hideous and vaguely rodent-like in appearance. They lack the suave demeanor other draculas affect: they are either testy and animalistic, or creep- pathetic and lonely. They have a special affinity for vermin and can summon twice the usual number of rats. They also tend to bring plagues where they go and can cause disease. When exposed to sunlight they fade away rather than turn to dust.

DRACULA, OTHERWORLDLY
This dracula violates the "mostly male" rule. These draculas are mostly female and their foreignness comes from being from another world or plane where blood flows like water. They have none of the shapeshifting or animal summoning powers of usual draculas, but make up for it with HD 9.

DUST OF DRACULA
After a dracula dies, they turn to a reddish powder. This dust can be collected and made into a beverage when mixed with wine and human blood. When this potion is consumed, the imbiber must save vs. polymorph or painfully transform into a duplicate of the dracula whose dust was used.

Sunday, October 18, 2020

Weird Revisited: Bugbear Nightmare


In dark places where nightmares thicken and curdle, bugbears are born. They're gangling things with burning coal eyes that stare out of snarled fur, black and featureless as the night sky between the stars. They haunt abodes of fear and shadow: abandoned houses, ancient ruins, sunless forests; they even squeeze into the recesses of children's closets and the forgotten world glimpsed in the gaps between floorboards. Any dark corner is a door to a bugbear. They crawl out with great sacks clutched in their spider-fingered hands. Snickering, murmuring, they snatch up children and small folk in their sacks and kill those who try and stop them. They drag the children back to their damp, subterranean otherworld, and what happens there is best not discussed.

Besides (one presumes) their kidnapped victims, bugbears subsist on such inedible provender as glass shards, potash, and the heads of rabid bats. They consider certain venomous toads an utter delicacy.

Azurthite bugbears are statted like regular 5e bugbears with the following differences:

Skills Stealth +6

Special Abilities:
Plastic. Bugbears can squeeze through spaces as small as 1 inch.
Shadow Stealth. While in dim light or darkness, a bugbear can hide as a bonus action.
Sunlight Weakness. In bright sunight, bugbears have a disadvantage to attack rolls, ability checks, and saving throws.

Friday, October 16, 2020

Universal Monster Ravenloft


Over at at Tales of the Grotesque and Dungeonesque, Jack points out that it would be trivially easy to have Strahd meet Dracula given the underlying conceits of Ravenloft. I wonder why we need Strahd at all? Why not replace the Darklords with the Universal Studios classic monsters? We might call this version Karloft because... well, why not?

The Mummy, Dracula, and Frankenstein (the Darklord would probably be Victor rather than his monster), would fit right in. The Invisible Man and the Phantom of the Opera ought to have their place too. The realm of the Creature from the Black Lagoon would be a bit of departure from the usual Gothic horror trappings, but I think it could be done.

Thursday, October 1, 2020

Weird Revisted: Monster Apocalypses

The original version of this post appeared in October of 2013...

Zombie apocalypses have been done to death with films, books, and tv shows. Other classic monsters deserve their (proverbial) day in the sun, too:


Vampires: The most obvious non-zombie contender for virtually extinction of the human species. Richard Matheson's I Am Legend and it's various movie adaptations have already ventured into this territory (as has the film Stake Land and the TV show The Strain) --and the comics Planet of Vampires and Vampire Hunter D have already shown on vampire overrun post-apocalypses. Trading bloodsucking for flesh-eating is almost too obvious.


Piscoids: Cast them as Creatures from Black Lagoons, Manphibians, or walking catfish men, fishy humanoids are ready to climb from the depths and overwhelm the surface world. Perhaps a full-fledged takeover is the ultimate goal of the Deep Ones in Shadow Over Innsmouth? Global warming and rising sea levels would no doubt be part of their plan. A piscoid apocalypse might wind up looking more like Waterworld than Walking Dead.

Werewolves: Like vampires and zombies, werewolfism is passed by a bite, making them a reasonable stand-in. I don't know of any media werewolf apocalypses, but Dog Soldiers sort of does the "trapped in an isolated farm house" riff of Night of the Living Dead. Depending on exactly how the werewolves worked, things might be pretty tough for humanity: zombies are slow and dumb, while vampires have to sleep in the day time. Werewolves have neither of those limitations. Of course, their just humans in the day, trying to scourge for survival just like everybody else. Only at night would they join packs of killers to howl at the moon as they hunt through the ruins.


Frankenstein's Monsters: This seems like the biggest stretch given than Frankenstein had only one monster (or maybe two, depending on who you believe). Still, two monsters can overrun the world (unless they're giant, which still movies us out of zombie apocalypse analogous territory). Technology has advanced a lot since Frankenstein's day, though. Wein's and Wrightson's Un-Men in Swamp Thing (and Burroughs' Synthetic Men of Mars, for that matter) point the way: Mass production of monsters. In some ways, this would resemble an alien invasion apocalypse or robot apocalypse more than a zombie one--though perhaps the monsters "consume" humans by dragging them back to their secret factories to use as raw materials for more monsters?

Friday, August 21, 2020

Weird Revisited: Draconic Correspondences

This comes from a productive accidental brainstorming with Richard and Mateo on the late G+ back in its glory days of 2015.

Chromatic Dragon Colors & Alchemical Associations:
Black: lead, vitriol (sulfuric acid), fire, the smell of sulfur, putrefation, phelgmatic.
Blue: tin, rust, water, acrid smell, dissolution, melancholic.
Green: copper, earth, saltpeter, chlorine smell, amalgamation, sanguine.
Red: iron, air, sodium carbonate, rotten egg smell, separation, choleric.
White: silver, alchemical mercury, after a rain smell, unemotional.

Thursday, April 2, 2020

Weird Revisited: A Plague of Goblins

The original version of this post appeared in 2010...

"Let him not breed in great numbers, for he will make a desert of his home and yours."
- Planet of the Apes (1968)
Goblin plagues are suffered in the less settled areas of the world. They are more common in places which lie near ancient ruins. In such an infestation, tens, perhaps hundreds, of goblins swarm forth from underground dens or nests. They overrun manor, hamlet, and village, and have even been known to assail the gates of small cities.

No one knows what spawns goblins, but it is certain they don't reproduce in the manner of most humanoids. All goblins seem to be of the same sex, though in truth, this is something of a conjecture. Smaller goblins, perhaps immature ones, are seen among their swarms, but never is any parental nurturing or concern directed towards them by any of their fellows.

It's difficult to guess the intelligence of goblins. There's no questioning their cunning, but they don't build structures or make tools; they behave only as brute beasts. This may be more preference than lack of capacity, as there are reports of them taking up knives and smallswords and brandishing them in deadly mockery of humans. Though they may wear rags or stolen bits of clothing or armor as rude decoration, they are just as happy to go naked.

When swarms of goblins pour forth from the underground, they tend to move toward human habitations, though wild animals will sometimes suffer their assaults. While popular stories make much of the mischievous nature of goblin attacks--their crude pranks, surprise scares, and harassment of livestock--their deadliness should not be discounted. Typically, the actions of the swarm escalate from behaviors which create fear or annoyance to outright attacks with their sharp teeth, stolen weapons, fire, and sheer numbers. They have been known to consume humans they kill, but that seems to be an after-though.

The infestations may last as little as a night or two or as long as a month, depending on the amount of resistance they encounter. If the swarm doesn't end of its on accord, it can be dispersed by killing a quarter or more of its number.

Scholars have attempted to discern how goblin plagues might be predicted. Folklore suggests that they are "summoned"--perhaps by a child entering puberty. Adolescents suffering from the anxiety of an unwanted betrothal, the birth of a new sibling, or other sorts of emotional duress are thought to become unwitting "Goblin Kings" or "Goblin Queens," and call forth their subjects in some psychic manner.  Naturalists remained unconvinced but are at a loss to explain the tales of goblins paying rude homage (in imitation of human courtly deference) to a single child in a decimated village or attempting to abduct such a child without harming them in any other way.

Friday, March 6, 2020

Red-Eyed Goblin

A goblin made with Hero Forge, colors accurate to the AD&D Monster Manual, except the hair where I had to guess.

And here's a Hobgoblin:


Monday, December 16, 2019

Weird Revisted: Fiend Folio...In Space!

If your looking for some alien monsters for any traditional science fiction game you could do a lot worse than starting with the original Fiend Folio, I think. I'm not even talking about things like reskinning undead as nanotech animates or victims of exotic plagues (though you can certainly do that); I think there are a lot of creatures in there that are just straight up science fiction.

The first creature listed are aarokocra, which are just straight up birdmen--like the Skorr of the Star Trek Animated Series and a bunch of other places. The algoid is a psionic algae colony; the CIFAL a colonial insectoid intelligence. (It even has an acronym name!) Osquips are pretty much ulsios from ERB's Barsoom stories. The grell already looks like a pulp sci-fi monster: I think there was one in Prometheus, wasn't there?


Yeah, there it is.

Anyway, demon, devils, and elemental princes are out without substantial overall, but some less interesting monsters for fantasy purposes might be made a bit more interesting in a science fiction context. Lava children might be a silicon-based lifeform that (like the horta) needs to be contacted rather than killed. Yellow musk creepers and zombies (undead also-rans) would work great in a horror scenario on a deadly jungle world. Even the much maligned flumph is less silly when it's a weird alien (maybe).


Monday, October 7, 2019

Weird Revisited: Gill-Man vs. Wolf-Man

This post was originally presented in October of 2010, part of a series on the Universal Monsters.

The gill-man and the werewolf. Both are zoanthropes, and perhaps as such, both represent fears of nature or man’s own animalistic side, though at that point the similarity seems to end.


The gill-man is elusive. His appearances in media are more rarified, no doubt due to his proprietary, rather than folklorish, origins. In addition to the Creature trilogy, stand-ins make appearances in The Monster Squad, and Monsters vs. Aliens--where interestingly he’s grouped with decade-appropriate monster stand-in colleagues rather than the Universal monster old guard.

The proto-gill-men of Lovecraft’s "Shadow Over Innsmouth" have miscegenation fears in their DNA, which seem absent from Universal’s creature--unless his attraction to human females is a hint at this. In some ways, the Lovecraftian angst underlying the Deep Ones makes them more interesting than a fish King Kong. That’s part of the reason D&D’s Kuo-toa (more Deep One-ish in character) have always been more interesting to me than the other evil fishmen, the Sahuagin (Gill-Men).

I guess Dr. Who's Sea Devils and Silurians might be mined for gill-man inspiration. Anything might help. Gill-man’s got a good look, but little else to give him real monster memorability.

Neil Gaiman has a short-story called “Only the End of the World Again” where Larry Talbot, the Wolf Man, winds up in Innsmouth and tangles with Deep One cultists. This may be as close as media has given us to a Gill-man-Werewolf bout.

Werewolves seem to have what it takes for urban fantasy fiction. Werewolf sex probably seems even naughtier, I suppose, than lovin’ the living dead. In fact--Teen Wolf aside--there’s always been something a little “adult situations”--maybe even exploitation--about werewolves. They don’t just strangle like the mummy or Frankenstein, or give a killer kiss like a vampire--they rend and tear and chew. Werewolves are as much serial killer as wild beast.

Is it any wonder that werewolves are almost as likely as vampires to get the grindhouse treatment? I would suspect only “almost” because vampires maybe give more excuse for nudity, and blood effects are cheaper than wolf prosthetics. But the wolf man gets by, and whatever budget.  Paul Naschy’s got a whole series of werewolf movies where the werewolf's origin involves being bit by a Yeti, and he fights Templars--how’s that for game inspiration! Then we’ve got a werewolf biker film (Werewolves on Wheels), a werewolf women in prison effort (Werewolf in a Women’s Prison); and, if Rob Zombie had his way, a werewolf Nazi-ploitation film--Werewolf Women of the S.S.

Werewolves: the most gameable of monsters, whatever your genre.

Thursday, August 8, 2019

Classic Monsters Classed

After yesterday's podcast, I had the Universal Monsters on the brain. Probably got another, less frivolous, post on a monster topic.

Monday, July 22, 2019

Weird Revisited: Sasquatch Variations

This post originally appeared in October 2013, but it's always a good time for 'squatch.


In a post-Harry and the Hendersons and Bigfoot and Wildboy world, your run of the mill Sasquatch may not pack the fearful punch it once did. In keeping with the season, here are a couple of sasquatch-like cryptids with a twist to move 'squatch back from "gentle giant" to "scary."

Batsquatch: First sighted in 1994 in Washington, batsquatch is an ape-like hominid with purple skin and batwings. (In other words, something like a scarier version of the winged monkeys in the Wizard of Oz). Stat these guys like a yeti, but add winged flight like a gargoyle.


Sheepsquatch: From the hills of West Virginia comes a cryptid also known as "the white thing." It's described as a bear-sized beast covered in thick, yellowish-white fur. It doesn't look much like the usual sasquatch with its low set eyes, goat-liked horns, raccoon-like hands, and a hairless tail like an opossum. I would use giant wolverine stats for these beasties (minus the musk).

Blue Belt Bigfoot: One of the few hairy hominids known to accessorize, the so-called Blue Belt Bigfoot has only been sighted in California and only on a few of occasions. It's essentially a a regular sasquatch (perhaps with a dog-like face) with a glowing blue belt. Sometimes, they travel in groups. I'd probably treat these guys as bugbears (just because) and give the belt some special power--or maybe not (other than the glowing) just to mess with PCs.

Friday, June 7, 2019

Weird Revisited: Mo' Mummies

The original version of this post appeared in 2013. The tomb is reopened...

MUMMY, BOG
These mummies were naturally created but are instead products of being buried in peat bogs. They aren't wrapped in bandages, their skin in tanned black, and they are more flexible than their fellows due to calcium phosphate in the bones being dissolved by bog acid. They only do 1d8 damage and have one less hit dice, but they can vomit acid for 1d4 damage.


MUMMY, GIANT
Humans weren't the only ones to be mummified, or to rise as fearsome undead monsters. Giant mummies have hit dice one better than what ever giant humanoid their size resembles or one better than standard mummy hit dice, whichever is better. They have all the standard mummy abilities, except (in some cases) mummy rot. (Check out Gomdulla above statted here.)

MUMMY, LOVELORN
These mummies got caught in a forbidden romance and were mummified as punishment. When first revived, they look like regular mummies and have all the pertinent abilities, but within 1d4 days, they shed their wraps (and most of their powers) in favor of a brooding, exotic charm. They typically become convinced someone is the reincarnation of a long dead love, and will go about trying to woo the lost lover, killing those that get in the way. They are able to Charm (as per spell).


MUMMY, WELL-PRESERVED
These mummies have several unusual traits--most obvious of which is they are as attractive as the day they died, instead of being desiccated corpses. They don't have the mummy rot or the fearful reaction, but to do possess a charm ability (as per the spell). Typically, some sort of ritual is needed to fully resurrect one (involving some sort of item important to them in life and several blood sacrifices) of these mummies, but until then they are able to exert their will by control of others.

Friday, December 28, 2018

More Monster Manual Taxonomy: The Demihumans!

This is a follow-up to this post. D&D suggests that tribe Hominini is much like Canini and has species, even genera, close enough genetically to reproduce. Here's what we've got:

In genus Homo:
Elves H. formosus
Drow H. formosus tenebrarum
Halflings H. pygmeus
Orcs H. ferox

In genus Genomus:
Dwarves G. barbatus
Gnomes G. artificis
Deep Gnomes G. profundi

It is likely that there is a genus Gigantanthropus which includes ogres (proposed G. atrox) and goliaths (proposed G. montanus) and perhaps other near giants. Research is ongoing.

Thursday, December 20, 2018

Monster Manual Taxonomy

A comment by Gus L of the now-dormant Dungeon of Sighs (though he recently started a new blog, I don't have the link at hand), led me to think about scientific classification of D&D monsters. Not useful for much perhaps, but a fun line of thought. I decided on the rules I would follow on the thought experiment and made several G plus posts along these lines, and got some good suggestions, some of which I incoporated in what follows.


Bulette (Geocacharias sp.)
Bulettes are part of family of cingulate mammalsVelocifodiens.


True Giants
Gigans is a genus of hominins with several extant species: 
G. horridus (hill giants), G. troglodytes (stone giants), G. gelidus (frost giants), G. igneus (fire giants), G. nubicolus (cloud giants), G. tempestatis (storm giants). Tentative identifications not completely accepted: fog giants (G. nebulosus) and mountain giants (G. rancens)


Goblinoids
Cobalus is the genus of the goblinoids. They may be a separate subtribe (Cobalina) of hominins. Known species include:
C. cobalus  (goblins), C. bellatorius  (hobgoblins), C. terribilis (bugbears), C. prodigiosus (nilbogs), and C. armatus (norkers)* 

*[Thanks to Paul V for this one.]

Sunday, December 16, 2018

Moon Goons (for 5e and Old School Simulacra)

Moon Goons get their name from their heads or masks, large, round, and faintly luminous like the Moon, and their vile behavior. The Moon Goons avoid the real moon, only striking when it is new. Their spindly, bone-white limbs are animated with odd gestures and faintly aglow despite the lack of moonlight. They are forever mumbling and conversing, but their lips never move and their speech is unintelligible.

They arrive in balloons--or what look like balloons--but their gondolas are slung from metal spheres with the appearance of lead. The spheres are hollow, and no one knows from where they derive their buoyancy nor what propels them forward. Perhaps the Moon Goons know, but they don't say. Each gondola carries 2-3 moon goons. They arrive in groups of 2-4 balloons.

They prey on small, isolated villages or farms. The items that interest them are often not particularly valuable at all--at least not in the strict monetary sense. Sentimental value seems the be the primary quality evident in the things they steal.

Moon goons try to put the humans they rob to sleep with the silvery metallic rods they carry. The slumber the rods produce is plagued by weird nightmares. Humans that prove resistant to their rods or harm one of the moon goons raiders, may find themselves on sharp end of their scalpel-like knives.

Old School Stats:

#Enc: 1-3 x 4  AC: 3 HD: 4 Attacks: 1 (sleep on failed saving throw, or 1d6).

5e stats:

MOON GOON
medium aberration, neutral evil
AC 15 (natural armor)
Hit Points: 22 (4d8+4)
Speed: 30 ft.
STR 11(+0) DEX 13(+1) CON 12(+1) INT 13(+1) WIS 12(+1) CHA10(+0)
Skills: Stealth +6
Senses Darkvision 60 ft., passive Perception 11.
Languages Understands any language but don't speak any of them

Magic Resistance. A Moon Goon has an advantage against spells and other magical effect.

Actions:
Rod. Ranged Weapon Attack: +4 to hit, one target in a 30 foot range. Hit: On a failed DC 12 Constitution save, the target falls to sleep.
Scalpel-like Knife. Melee Weapon Attack. +4 to hit, 5 ft. reach, one target, Hit: 1d8.