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Showing posts with label dragon. Show all posts
Showing posts with label dragon. Show all posts

02 July 2019

TARRASQUE

Init +4
Melee Atk
 • claw +5 (1d6)
 • bite +3 (1d10)
 • tail +2 (1d7, 10' reach)
 • gore +0 (1d16)
Ranged Atk
 • ordure spray (3d6 heat, 60' cone, Reflex DC 18 for half)
AC 23
HD 6d8
MV 30
Act 3d20
SP burning ordure, devout obeyanc, half effect from magic
Fort +9
Ref +6
Will +8
AL C

Weakening a region of several villages through abject fear, the tarrasque seems to pursue destruction for destruction's sake. The creature, the size of a very large ox, eats humans, up to three a day, if it can catch that many. It lays waste to swaths of viable land by spraying its ordure which causes a smoldering and tainting which leaves the soil as glass.

Its one known weakness is the susurration of the extremely devout, such as Clerics, priests, and (if the Judge allows) Paladins and the like. Their magics (f they have them) do not have extra affect upon the beast, but their utterances in devotion and their calling upon their deities works upon the creature's mind and softens the tarrasque's manner, dropping it's Action Dice (one at a time) down the Dice Chain, one step per round of such acts to a minimum of 1d12 Action Die, and lowering it's AC by 1 for every two such rounds.



18 December 2018

WYVERN

Public Domain Image
Init +2
Melee Atk
 • bite +4 (1d4 + poison)
 • claw +1 (1d6+1)
AC 16HD 4d12
MV 60 fly 120
Act 1d20 + 1d16
SP gaze
Fort +7
Ref +6
Will +3
AL C

Wyverns have an irrational attraction to human females in diaphanous clothing, and are known to spirit them away to remote places and simply guard them. They prevent the women from leaving and ultimately these women weaken and die, unless rescued.

The wyvern's gaze is effective from 30 feet or less. One each round, the individual that the wyvern is looking at must make a Will Save vs. DC 13 or be shaken by visions of their greatest fears glimpsed within the luminous eyes of the wyvern, increasing their fumble range by 3, and removing any AC improvement from Agility.

The poison of their bite creates a fever that presents itself anywhere from 2-4 weeks after the bite. This can be thrown off with a Fort Save vs. DC 14 (call for the roll any time between bite and affliction, for obfuscational purposes). The fever is brought on by any strong exertion, such as climbing a rock face or fighting a battle. The area of the bite will feel as if on fire, and the afflicted character will weaken, only able to act every other round, losing 1d3 hp per round until at 0 hp they are unconscious. After the third day of unconsciousness, they can roll a Fort Save vs. DC 12 to revive and begin recovery (healing hp as normal). Upon failure, they can make a new roll each day thereafter.

A wyvern may be the final life-stage of an ancient dragon, reduced to a wizened body, non-intelligence and irrational behavior.


07 August 2018

HYDRA

Public Domain Image
Init +1.5/per head
Melee Atk
 • bite +#HD (1d6)
Ranged Atk
 • ice breath +5 (1d7+1, 20/40/60)
AC 14
HD (# of heads)d12+(#)
MV 120
Act (#HD/3)d20+(#HD/2)d16
SP deadly blood
Fort +5
Ref +9
Will +2
AL C

This multi-headed creature is found guarding 'mythic' sites, such as the entrance to the Underworld or the City of Immortality or the Heaven of the Unborn.

It will have anywhere from 4 to 9 heads, each of which may resemble a different earthly or unearthly animal, such as a snake, boar, goat, bandersnatch, unicorn, jubjub bird, or vole.

It's blood is so virulent that once exposed to air, it can kill those nearby. Anyone within 10' x the number of HD the Hydra has suffered in damage* must make a Fort Save vs. DC 10+#HD or suffer 1d7+1 Ability damage, randomly split between two random Abilities. The effect remains and a new check must be made for each round of exposure. The DC increases by 1 for every extra 10' of range. If damage is caused by means that logically would not spill the blood, then do not count it toward this total. If you put bludgeoning-type weapons in this category, a subsequent (or previous) strike that would spill blood means the bludgeon effect still counts — internal bleeding becomes external, thereby. Judge this approximately; don't worry about the math if it's giving you a headache.

The Hydra can use it's icy breath to freeze objects in place, or target a warrior's hand so it become "useless" in the fight (until healed or otherwise counteracted). Consider the hand as employing an Action Die one step down the Dice Chain. If they Hydra freezes someone's feet into place, they may only move at half speed once freed, until healed or significant time passes.


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* For ease of arriving at this number, before anyone attacks the Hydra write down the result of the total hp divided by the number of heads.



16 February 2018

DRACODEMON

Init +4
Melee Atk
 • gore +2 (1d7)
 • claw +5 (1d4)
 • bite +4 (1d3)
 • standard weapon +2 (+1-2d if sized correctly)
AC 14
HD 4d6+2 (18 hp)
MV 40, fly 80 (wings)
Act 1d20
SP infravision, heat breath (10' by 140'; DC 14; current hp* or half with Save; 2/day), spellcasting, half-damage from non-magical and non-blessed weapons, half-damage from fire, vampiric
Fort +5
Ref +5
Will +5
Crit Table: DN/1d12
AL C

More than a beast, but less than a god, the Dracodemon wanders the world seeking the only sustenance it can survive on: blood. In it's long lifetime, the Dracodemon has more than once served a powerful lord or regent as a vizier or protector.

The Dracodemon has a large, humanoid body, and its limbs are completely metallic. It is always covered in vermin, such as rats, voles, etc. These creatures are of an ordinary sort, living upon the body of the Dracodemon. New such creatures can occasionally be seen scurrying to the Dracodemon and climbing onto its body and nesting in the folds of its clothes.

With a successful claw attack, the Dracodemon can grab its victim (DC 14 Str check to escape). The Dracodemon can then either do 1d3 damage freely per round to the target or fly with them in its grip and drop them from whatever height the Dracodemon can attain. It can choose to let go at any time.

Once per hour, the Dracodemon can read the surface thoughts of any target in its line of sight.

In a vampiric way, the Dracodeomn recovers 2 hp for every HD of a victim once their blood is consumed. It can only recover hit points in this way, or by very powerful Chaotic magic.

The following spells take an Action Die to employ, but are rolled as indicated. They have a range of 30' unless otherwise noted.

Banish — roll 1d30: 1-7 fail & lose spell for 24 hrs; — 8+ target must make a Will Save DC 15 to get within 60' of the Dracodemon; — 23+ up to 5 targets must make a WIll Save DC 19 to get within 1/2 mile of the Dracodemon

Chill Touch — roll 1d30: 1-5 fail & lose spell for 24 hrs; — 6+ +2 to melee, +1d6 damage; — 21+ for 1 hour, +4 to melee, +2d6 damage, +1d4 Str Drain

Darkness — roll 1d30: 1-10 fail & lose spell for 24 hrs; — 11+ 20' globe of darkness persists for 1 Turn where placed; — 21+ up to 50 cubic ft enshrouded in darkness for up to 24 hours

Enhanced Companion — roll 1d30: 1-7 fail & lose spell for 24 hrs; — 8+ one resident vermin becomes an uber-vermin (+3 bite, 1d3 damage, 3d3 hp, 13 AC, etc.) which loyally serves the Dracodemon; —  23+ transforms 2d7 vermin into uber-vermin which loyally serve the Dracodemon

Mortal Runic Alphabet — roll 1d30: 1-5 fail & lose spell for 24 hrs; — 6+ if designated object is disturbed, the Dracodemon knows; — 21+ designated creature forgets meeting the Dracodemon

Scare — roll 1d30: 1-9 fail & lose spell for 24 hrs; — 10+ target makes a Will Save DC 14 or flees the area for 1d4 rounds; — 25+ all creatures within 60' make a Will Save DC 17 or flee the area for 1d10 rounds

Slow — roll 1d30: 1-9 fail & lose spell for 24 hrs; — 10+ one target loses it's next Action Die and is dropped to half it's normal speed for 1 Turn; — 25+ as above, but up to 5 targets are affected

Ventriloquism — roll 1d30: 1-5 fail & lose spell for 24 hrs; — 6+ project a phrase within line of sight, own voice or impersonation; — 21+ establish an illusory sound or voice, which persists for up to 1 day

Wood Wyrding — roll 1d30: 1-7 fail & lose spell for 24 hrs; — 8+ up to 4 wooden objects of man-size or smaller [or equivalent] to twist, warp or break; — 23+ large quantities of wood can be molded and shaped and make to act as living creatures

At the Judge's discretion, the Dracodemon may Spellburn hit points to boost spellcasting.


* As per Ye Olde Schoole Waye, the damage done by the Dracodemon's breath weapon is its current hit point total.




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