The New Project

As I said when I first came back, I want to focus my attentions on completing larger projects. I also said I was already working on one, and that I would discuss it in a later post. This is a later post.

My original plan was to make another module. I’ve got a lot of ideas for a sequel to The Hidden Tomb of Slaggoth the Necromancer, as well as ideas for entirely new adventures. I still plan to make more modules, because it’s a lot of fun. But now that I have my feet wet, I’d like to try something a little more ambitious. Not quite as ambitious as a fully developed game system, but more demanding on my fledgeling talents than a 60-page adventure module would be.

As much as a year ago, I began to think that my “usable game content” post series’ (Colorful Characters, Magical Marvels, Merciless Monsters, Lively Locals, and Deadly Dungeons) would make good material for game supplements. Anything a GM needs to produce in large amounts can become a little tedious, so having a book filled with unique, developed ideas which can be modularly inserted into any game is useful. So for a little while now, I’ve been working on putting together a monster manual.

We don’t have an official title yet, but I’m working with the same two artists (Catherine Bradley and Ronnie Whelan) who worked with me on Slaggoth. The project is only just in its infancy now, but we have the basic concepts for over 100 different monsters, which seems like a good start!

Here are my goals.

  • End the project with between 290 and 320 monsters.
  • Do not take longer than 1 year to complete the game design and writing elements of the project. (The artists may need a little more leeway than I’m giving myself).
  • It’s more important to keep a tight time schedule than it is to hit the goal for the number of monsters. Neither goal is written in stone, but if at the end of 1 year all I have is 150 monsters, I’ll end the project there and move on to something else.
  • No GM should be able to open this book to a random page and ever think “Pft, I could have come up with that in 2 minutes!” Every monster should be unique and exciting. Not just because they look cool or have a cool backstory, but because they challenge the players in creative ways.
  • When finished, the product should be of high enough quality that I am comfortable asking people to give me money for it. Because I plan to ask you to give me money for it.

At present, I’m about 99% sure this book will be compatible with the Lamentations of the Flame Princess game. I’ve asked James Raggi, and it sounds as though this will not be a problem so long as some simple, common-sense requirements are met. Of course, most OSR games aren’t too difficult to switch between, so if you play Labyrinth Lord or something, the book should still be very accessible. But I like the way LotFP’s core rules insist on monsters which overrule the game’s normal structure.

I’m sure I’ll be posting more about this project in the future, though obviously I must be somewhat discreet. I don’t want to give away too much on the site, and make those who buy the book feel cheated. I’ll also be maintaining the “Current Project Status” bar over on the left, which will be updated every now and again when I feel like it. Likely once a week or thereabouts.

Merciless Monsters 13: Simonlefera, or "Cricket Wizard"

I’ve always hesitated to share the monsters I make for my games, because I believe monsters require art in order to be communicated clearly. Previous entries in the Merciless Monsters series have either relied on finding an image which looks kinda-sorta like what I imagine in my head, or on my ladyfriend’s marvelous art. If I had my way, she’d illustrate all of my posts, but she has this whole “life of her own” which gets in the way of that.

By now, though, I’ve accumulated quite a bestiary of monsters I created for fun or for my personal use It seems a shame not to share them, so I’m going to experiment with subjecting you all to my own doodles of my monsters. I’m sorry for the general lack of quality this will probably lead to. (Though, truth be told, I’m quite happy with how this one turned out).

Simonlefera are unnatural creatures, and no one is quite certain where they come from. They’ve been observed congregating around areas of profound magical energy–or places where such energy is later discovered. No mating rituals have ever been recognized, nor have the dissected bodies of the creatures revealed any obvious reproductive organs. Some scholars have suggested that Simonlefera may be proof of the long-discredited theory of spontaneous generation. Lacking any other hypothesis, this idea has begun to gain some traction.

In appearance, simonlefera resemble a bald human head with tough, rubbery skin. From where a normal human’s head would have ears, the Simonlefera has a massive pair of legs which resemble the hind legs of a grasshopper. When laid flat, these legs can be as much as 12ft long! These legs are used for moving quickly, and jumping as much as 30 times the creature’s height. Four smaller legs sprouting from the underside of the ‘head’ provide stability for forward motion. These legs can also cling to walls, allowing the Simonlefera to climb them as a spider does.

The eyes, while small and mounted much as a human’s eyes are, are multi-faceted like the eye of an insect. From the lower jaw grow two weak, spindly arms ending in 3-fingered hands. While capable of significant dexterity, these hands are largely useless. They seem to exist primarily as a means to interact with magic, though they are also used when the creature eats. Finally, from the creature’s chin grows what appears to be a long beard which drags across the ground. In fact this is a sensory device. It allows the Simonlefera to sense vibrations in the ground, replacing the functionality of the ears.

Bodies, or body parts from a simonlefera can often be sold to a wizard for a very good price. Various parts of their anatomy are of immeasurable use in magical research.

In terms of diet, simonlefera primarily sustain themselves on small mammals, such as rats, mice, rabbits, or ferrets. However, if need be, any meaty animal of this size will suffice, such as a frog or small bird. In addition to this diet, it is speculated that simonlefera also sustain themselves by drawing upon magic. None which have been removed from areas of strong magical energy have ever survived for more than a day; after which their head appears to “deflate.”

The most notable aspect of the simonlefera is their ability to use magic. This appears to be a natural trait, and draws on no known source of magical power. They are often able to cast both arcane and divine spells (though all of their magic use in fact registers as arcane). And as they grow older, their spell repertoire becomes even more diverse. While most of them can only access the most mundane spells, there appears to be no limit on their ability to cast. And when working in groups, even a skilled adventurer can be overwhelmed.

Despite their appearance, Simonlefera are not intelligent creatures. The chittering sounds they make do not have linguistic content.

Simonlefera

You hear a strange chittering sound, and what appears to be a human’s head on insect legs hops into view.


Simonlefera; CR 3; [Aberration] [Near Leylines] [Diurnal]


XP: 800
N Medium Aberration
Init +8; Senses Perception +10


DEFENSE


AC 16, touch 11, flat-footed 6 [10 + Dex(4) + Natural(2)]
HP 12 (4 HD, 4d6 + 0)
Fort +6 Ref +10 Will +10;


OFFENSE


Speed 50ft Climb Speed 20ft
Melee Kick + 7 (2d6 + 2) [May only use this attack on opponents behind it]


SPECIAL ABILITIES


Natural Caster(Su) Each time a Simonlefera gains a new hit die, it also gains access to a new spell which can be cast at will. The spells are determined randomly from the lists below. Any duplicate entries should be re-rolled.

Levels 1-4: 1. Cause Fear, 2. Cure Light Wounds, 3. Doom, 4. Inflict Light Wounds, 5. Obscuring Mist, 6. Shield, 7. Magic Missile, 8. Mage Armor, 9. Sleep, 10. Reduce Person, 11. Shocking Grasp, 12. True Strike
Levels 5-8: 1. Acid Arrow, 2. Summon Swarm, 3. Web, 4. Hideous Laughter, 5. Darkness, 6. Gust of Wind, 7. Scorching Ray, 8. Blur, 9. Cure Moderate Wounds, 10. Hold Person, 11. Sound Burst, 12. Inflict Moderate Wounds
Levels 9-12: 1. Bestow Curse, 2. Contagion, 3. Cure Serious Wounds, 4. Inflict Serious Wounds, 5. Meld to Stone, 6. Stinking Cloud, 7. Deep Slumber, 8. Fireball, 9. Lightning Bolt, 10. Gaseous Form, 11. Blink, 12. Haste

Jump(Ex): Using its powerful hind legs, the Simonlefera can easily leap as high as 150 feet in the air, and land again safely.


ECOLOGY


Environment Anywhere magic is strong. They often gravitate towards leylines, and such can be found in nearly any environment.
Organization Solitary or cabal (4-8)
Activity Cycle Diurnal
Diet Magical Energies, tiny mammals; Natural Enemies Wizards

Merciless Monsters 12: Rotocula (Female)

The Rotocula is a sexually dimorphic creature which makes its home in mud flats. The adult forms of the male and female are so different that they have often been confused for completely different species. As such, they warrant separate monster entries. The male was posted last week.

Like her male counterpart, the bulk of the female rotocula appears to be a large pile of sagging mud. The female also shares the male’s unique rolling-orb appendages, which serve as organic wheels that provide the rotocula with mobility. The similarities between the two do not go far beyond that, however.

The female of the species has no legs. Nor does it share the male’s tough skull structure. Nor does it spend most of its time at rest while camouflaged. Quite the opposite! From the moment a female rotocula rises in the morning, to the moment it digs a small muddy pit to sleep in, the creature howls across the plains. The female’s constant screeching is meant to terrify its prey into running, as the female actually finds it more difficult to attack creatures at rest.

The beast’s mouth completely separates the left and right halves of its head, and can potentially open so wide that the tips of the teeth are behind the esophagus. This, in conjunction with the rotocula’s long prehensile tongue, allows prey to be consumed without subduing it first. The female merely positions itself being a running creature. Then, using her immense speed, she surges forward, trapping the fleeing meat within her jowls.

While there is a skull-like bone mass on each side of the female’s head, only one side contains a brain. And, curiously, which side of the head the brain is on varies between individual specimens. The only noticeable effect of this is that one of the rotocula’s eyes (due to the long path the optic nerve must travel) is often much weaker than the other. It sees only vague blurs of color and motion. There is no simple way to determine which eye is weaker, but if it is discovered, it could give those wishing to fight the beast an advantage.

Female rotocula have a distinctive patch on their back which is a smooth brown and tan. When they wish to mate, they raise their tail to display its underside (as shown). The sight of this long patch of smooth skin–in conjunction with a differently pitched howling the female emits–entices males to approach. The female then opens her mouth as wide as possible, and the male inserts his snout into her throat. Once the act is complete, the female’s jaws snap closed, killing their mate.

Female Rotocula

A loud screeching howl alerts you to the presence of a mud colored mass with razor teeth speeding towards you.


Rotocula; CR 14; [Aberration] [Mud Flats] [Diurnal]


XP: 38,400
N Huge Aberration
Init +10; Senses Perception +8


DEFENSE


AC 11, touch 11, flat-footed 6 [10 + Dex(-2) + Size(-2) + Natural(5)]
HP 217 (16 HD, 16d8 + 176)
Fort +21 Ref +3 Will +2;


OFFENSE


Speed 120ft (1ft on non-flat ground, cannot climb even simple structures)
Melee Slam + 24 (2d8 + 10)
Melee Bite + 28 (6d10 + 12) [A bitten creature may be grappled as a free action]


STATISTICS


Str 35 Dex 6 Con 33 Int 2 Wis 3 Cha 4
BAB +16/11/6/1; CMB 28; CMD 36
Languages None
SQ Running Start, Swallow Whole, Attract Male


SPECIAL ABILITIES


Biting Charge(Ex) Like her male counterpart, the female Rotocula’s slam attack is greatly enhanced if it has enough space to build momentum. The effect can be even more devastating for the female, given that her powerful jaws are positioned at the front of her mass. If the female Rotocula makes a 50ft charge in a straight line prior to a bite attack, then she is granted an additional +6 to her attack roll.

Swallow Whole(Ex) If the female Rotocula begins a turn with an opponent grappled in its mouth, it can attempt a combat maneuver check. If the check succeeds, the grappled character takes bite damage, and is swallowed. Character must be of large size or smaller to be swallowed whole. Swallowed creatures are considered grappled, and take 5d6 acid damage each turn until they die, or escape. The armor class of the inside of a Rotocula is 12. A hole can be cut in the Rotocula from the inside by dealing 20 hit points of damage.

Attract Male(Ex) If in dire need, a female Rotocula may raise her tail and issue a mating roar. If the creature is encountered in its natural environment, there is a one-time chance that there is a male Rotocula nearby who will respond to the call and come defend its potential mate. Roll 1d20:

  • 1-13; No male Rotocula are nearby.
  • 14-17; a single male Rotocula comes to assist. (Will arrive in 1d6 rounds)
  • 18-19; two male Rotocula come to assist. (Each will arrive in 1d6 rounds)
  • 20; three male Rotocula come to assist. (Each will arrive in 1d6 rounds)

ECOLOGY


Environment Mudflats. Very occasionally found in areas of plains.
Organization Solitary
Activity Cycle Diurnal
Diet Any living creature of small large or smaller; Natural Enemies Dragons
Treasure None

Merciless Monsters 11: Rotocula (Male)

The Rotocula is a sexually dimorphic creature which makes its home in mud flats. The adult forms of the male and female are so different that they have often been confused for completely different species. As such, they warrant separate monster entries.

The male of the species might be described as an oversized head mounted on a tripod of trunk-like legs. The average adult male stands nearly 11ft tall, with legs which can easily top 18 inches thick. The actual brain of the creature is quite small, allowing nearly all of the creatures organs to fit comfortably within its massive skull. This layer of protection makes the rotocula very difficult to harm.

The skin of the rotocula ranges from a earthy red, to brown, and is quite loose on the creature’s frame. Large folds of skin flop around on the creature’s body, making it appear as though it is perpetually melting. This “sloshing” look helps the rotocula appear to be pile of dirt, rather than a dangerous predator, while it waits for potential food to approach.

The most striking oddity of the Rotocula, and a feature shared by both genders, is their profoundly unusual feet. Rather than moving them up and down in a walking motion, or even gesticulating them to move as a snake does, the Rotocula rolls. Each leg ends in a massive, spherical mucus membrane with a core of solid bone.

Alzazi The Bloody Hand, a wizard who captured and dissected a number of the creatures, writes:

“These strange appendages–which this researcher hesitates to term ‘feet’–are not (as heretofore suspected) completely unique. Upon vivisection and further inspection, it cannot be ignored that these spheres closely resemble an organ found in our own bodies: the eye. Without the binding tassel of the optic nerve, it is allowed to roll freely, lending the creature a remarkable level of speed and silence of movement, while simultaneously denying it the ability to travel outside the flatlands of its home.” Alzazi the Bloody Hand, Archmage of the First Rank, from his seminal work, “Aberrant Anatomy”

Male Rotocula, in opposition to their female counterparts, spend most of their time at rest. They spread their legs flat on the ground, and wiggle them back and forth in the mud until they are mostly submerged. Once they are positioned, they close their eyes, and dig their snow into the earth, stick out their tongue and waiting for small vibrations to alert them to the presence of food–or females.

Male Rotocula

A flabby mass of mud is gliding towards you…very very quickly.


Rotocula; CR 10; [Aberration] [Mud Flats] [Active at 10-40 minute intervals, when food is near]


XP: 9,600
N Large Aberration
Init +4; Senses Perception +16, Tremorsense 100ft (Only when ‘burrowed.’)


DEFENSE


AC 20, touch 10, flat-footed 20 [10 + Dex(1) + Size(-1) + Natural(10)]
HP 196 (12 HD, 12d8 + 132)
DR 8/-
Fort +19 Ref +5 Will +4;


OFFENSE


Speed 100ft (10ft on non-flat ground)
Melee Slam + 15 (2d10 + 10) [+2d10 with Running Start]
Melee Bite + 6 (6d6 + 6)


STATISTICS


Str 22 Dex 12 Con 33 Int 2 Wis 11 Cha 7
BAB +12/7/2; CMB 18; CMD 29
Languages None
SQ Running Start


SPECIAL ABILITIES


Running Start(Ex) A male Rotocula’s slam attack is painful no matter what. But if the creature has enough space to reach its full speed, it can be even more devastating. If a male rotocula travels in a straight line for 50ft prior to making its slam attack, it deals an additional 2d10 damage.


ECOLOGY


Environment Mudflats. Very occasionally found in areas of plains.
Organization Solitary
Activity Cycle Active at 10-40 minute intervals, when food is near
Diet Any living creature of small size or larger; Natural Enemies Rotocula Females
Treasure None

Merciless Monsters 10: Goldtooth Mosquito

Goldtooth Mosquitoes are a serious nuisance for adventurers. Unlike most of their cousins, they do not feed on the blood of other creatures for their sustenance and reproduction. Rather, they use their superheated proboscis to liquify, and consume gold. Encountering a swarm of the creatures is, understandably, enough to send a wise adventuring group running. Truthfully the creatures pose little threat to the adventurer’s health, as they find blood to be quite poisonous. Their smoldering proboscis is quite painful, though, and the creatures have been known to sacrifice themselves if they feel their swarm is threatened. And, of course, the true danger is to a character’s gold. Anytime a character occupies the same space as a swarm of Goldtooth Mosquitoes, they must make a reflex save (DC: 20) to keep any of the creatures from getting inside their coin purse or backpack. Fortunately, the pests do not like incense, and can be dispersed easily by bringing a censer.

While adult Goldtooth Mosquitos pose a serious threat to a player’s wealth, they’re much less dangerous than their eggs are. This species lays their eggs on the surface of golden objects. Preferably in a dark, cool place. The flat surface of a coin in a treasure chest is an ideal location. The eggs themselves are numerous, and very fine. After laying them, the creature excretes an amber adhesive which holds the eggs in place. When the newborn Goldtooths hatch, they’ll spend their first hours eating this amber substance to give them enough energy for their first meal of gold.

 Upon inspection, an item with Goldtooth Mosquito eggs lain on it appears to merely be coated in a coarse, sticky substance. Many inexperienced adventurers have shrugged off this clue, stashed their newly found treasure, and continued adventuring. Only hours later do they discover that the eggs have hatched, and the newborn creatures have devoured every item of gold in their possession. In a few of the most dire cases, the eggs have not hatched until the player deposited the gold in a local bank, causing thousands, or millions of gold pieces worth of damage.

Despite the danger they pose, some adventurers actively try to capture these creatures to make use of their unique Goldsense ability. By keeping a handful of the creatures tied to strings, adventurers hope to uncover hidden treasures they might otherwise miss.

Goldtooth Mosquito Swarm

A flitting, thrumming cloud of gold flecks glints at the edge of your torchlight.


Goldtooth Mosquito Swarm; CR 3; [Vermin (Swarm)] [Underground] [Active 12-16 hrs/day. Activity not relative to time of day.]


XP: 800
N Diminutive Vermin (Swarm)
Init +4; Senses Darkvision 60ft, Goldsense, Perception +10


DEFENSE


AC 22, touch 21, flat-footed 15 [10 + Dex(7) + Size(4) + Natural(1)]
HP 24 (4 HD, 4d8)
Defensive Abilities: Swarm Traits; Immune mind-affecting effects, weapon damage
Weaknesses Swarm Traits
Fort +6 Ref +11 Will -3;


OFFENSE


Speed 5ft, fly 40 ft. (good)
Melee Swarm (2d6)
Space 10ft.; Reach 0 ft.
Special Attacks Blood Sacrifice


STATISTICS


Str 1 Dex 24 Con 14 Int Wis 11 Cha 2
BAB +3; CMB –; CMD
Languages None
SQ Goldsense, Gold Feeding


SPECIAL ABILITIES


Goldsense(Ex) Able to detect gold by scent. A small amount, such as a single gold coin, can be detected within 10ft. Larger amounts can be detected from further away, at roughly a rate of +10ft per multiple of 100gp. For example, 300 gold can be detected from 30ft away, 1000 gold can be detected up to 100ft away. This ability reaches its maximum at 200ft. Beyond that range, no amount of gold can be detected. Note that Goldtooth Mosquitoes will always attempt to fly towards the nearest gold, not the largest amount of gold. So if a character has gold in their backpack, the creatures won’t pay any mind to the untended dragon’s horde in the next room.

Gold Feeding(Ex) If a Goldtooth Mosquito finds any gold, they consume it quickly. Though an entire swarm could survive for a week on a single gold coin, the creatures have a tendency to gorge themselves. A single swarm could easily devour a large chest full of coins in an hour. As noted above, characters who pass through the same square as a swarm of Goldtooth Mosquitos must succeed on a reflex save, DC 20, or the creatures will devour their gold. Note that the save involves dropping to the floor, waving arms wildly, etc. The GM may choose to move the player to an adjacent square as part of the save, and may choose to grant any nearby opponents attacks of opportunity against the character.

Blood Sacrifice(Ex) The superheated probosci of the Goldtooth Mosquito is an extremely effective weapon against larger opponents such as an adventurer. It causes a stinging burn which can last for days, and often leaves a scar. However, since blood is extremely toxic to Goldtooth Mosquitoes, any members of the swarm who use this appendage as a weapon are immediately killed. On any successful attack, the swarm can sacrifice some of its own HP in exchange for a damage bonus. For every 1 hp sacrificed, 3 additional damage is dealt. There is no limit to how often this ability can be used, or how much hp can be sacrificed on a given attack.


ECOLOGY


Environment Underground, in dungeons. Any environment which is cool, and provides easy access to gold.
Organization Swarm
Activity Cycle Active 12-16 hrs/day. Activity not relative to time of day.
Diet Gold; Natural Enemies Rust Monsters, Mimics.
Treasure If placed in a smelting fire, the organic material of the swarm will melt away, leaving only the gold they consumed. A given swarm will commonly have 6d10 gold pieces worth of gold in their bellies. Of course, this requires capturing an entire swarm. Not merely dispersing it by reducing it to 0 hp.

Merciless Monsters 9: Kolera (a.k.a. Beetle People)

The Kolera, or ‘Beetle People’ as they are commonly known, were not forged by the gods as other races were. Centuries ago they were created by a mad wizard who wished to enshrine herself forever in the annals of history. A mad wizard whose name has, ironically, been forgotten. She conquered and enslaved numerous villages of humans, and performed twisted magical experimentation on them to bring about a new and powerful race of creatures with insectoid characteristics. Poetic justice was served when the very abominations she’d created devoured her.

In the time since, the Kolera have proliferated, and are now commonly found inhabiting a variety of caves, burrows, and dungeons. Due to the mutations to their formerly human mouths, Kolera cannot speak common. They could understand it if they chose to study it, however they have little desire to deal with humans, or any other non-Kolera for that matter. They are an introverted people, who while not strictly isolationist, are extremely territorial and suspicious of outsiders.

Kolera live in tightly knit colonies, which are typically ruled by consensus. Though they are not hive minded, conflict rarely occurs within a colony. Social rules and the role of each individual appear to be almost instinctual in nature. and rare disagreements are either arbitrated by a third party, or settled by a non-lethal combat to establish the dominance of one party. Very rarely, one Kolera in a colony will rise to a position of leadership, and lead it as a king or queen. As with other aspects of Kolera society, this appears to occur instinctively. The leader knows their role is to command the colony, and the others of the colony know that they must accept orders from this ruler.

Young Kolera are hatched from eggs, and spend the first year of their life as large, starfish-shaped larva. From a distance, an adult Kolera could easily be mistaken for a human. They have a torso, arms, legs, and a head all in the same arrangement as their human forebears. It is up close when the alterations of the mad wizard become obvious. Kolera have large, lidless, compound eyes. They lack lips or a tongue, and instead have a large pair of pincers on each side of their mouth, and in place of teeth, they have dozens of prehensile ‘brushes,’ which funnel food directly into a stomach filled with digestive acid many times more corrosive than a human’s.

Instead of hair atop their head, Kolera have a large shell which serves as a natural helm. There are wings beneath this shell, but they are flightless. Instead they serve as a means of communication between Kolera. Similar shells form on the shoulders and knees. This is combined with hard plates growing on the chest and back, which altogether serve as natural armor for the creatures. Each of a Kolera’s wrists have a retractable antenae growing from them, which serve as a powerful sensory organ which can detect subtle traces of scent or texture which would be indetectable to a human. Instead of hands, Koleran forearms end with six opposed digits–three on one side, three on the other–which resemble large, powerful insect legs.

The lifespan of a Kolera is a mere 25 years. It is a flaw the mad wizard was never able to correct, and she suspected that the gods themselves had cursed her creation with brief life, because they were angered by her hubris. Whether or not the gods were angered that a mere mortal dared to create a new species, the Kolera believe it. Many colonies have attempted to earn the patronage of a deity, who might lift the curse and allow each Kolera to live longer lives. So far they have been unsuccessful, but it is unclear whether that is because no god is willing to life the curse, or because there is no curse and the Kolera are merely constructed poorly.

Kolera

The creature ahead of you looks like an unholy amalgam of human and insect, fused together almost at random.


Kolera; CR 1/2; [Humanoid] [Caves, Burrows, Dungeons] [Active 12-16 hrs/day. Activity not relative to time of day.]


XP: 200
LE Medium Humanoid (Insect)
Init +2; Senses Darkvision 120ft, Perception +5


DEFENSE


AC 18, touch 14, flat-footed 16 [10 + Dex(2) + Natural(4) + Shield(2)]
HP 8 (1d10 + 3)
Fort +5 Ref +2 Will -1;


OFFENSE


Speed 30 ft.
Melee Spear; + 4 (1d8 + 3)(Piercing)(20/x3)(20ft. thrown)
Ranged Light Crossbow (Custom Grip); +3 (1d8)(Piercing)(19-20/x2)(80 ft.)


STATISTICS


Str 17 Dex 14 Con 16 Int 11 Wis 09 Cha 07
BAB +1; CMB 4; CMD 16
Languages Kolaric
SQ Regurgitate Acid


SPECIAL ABILITIES


Regurgitate Acid Kolera stomach acid is highly corrosive, and Kolera have the ability to vomit their acid out of their mouths. The process is not pleasant and takes about a minute to complete, so the ability is not viable to use in combat. However, it is frequently used to create hazards, or to destroy locks. The acid deals 1d6 damage per round to whomever it comes in contact with (including the Kolera themselves). An individual Kolera can produce about one gallon of stomach acid each day.


ECOLOGY


Environment Most commonly in farmland, where the necessary resources are plentiful.
Organization Band (6-12) or Colony (100-300)
Activity Cycle An individual Kolera is active for between 12-16 hours a day, but a colony of the creatures is often active 24/7
Diet Omnivorous. Smaller insects and meats from animals and humans primarily, but also a variety of algae and fungus
Natural Enemies Orcs do not get along with them well at all
Treasure Typical


KOLERA CHARACTERS


+2 Strength, +2 Constitution, -4 Charisma: Kolera are physically powerful, but it is obvious from looking at them that something is not quite as it should be. These creatures were not created by the gods, and it shows in the small imperfections.
Darkvision: Kolera can see in the dark perfectly, up to 120ft.
Perception: the compound eyes of the Kolera allow them to see around them much better than most creatures can. This grants them a +4 bonus to perception checks.
Natural Armor: The hard carapace and shells which grow on a Kolera’s body serve as an effective suit of natural armor, granting a +4 bonus to Armor Class. Unfortunately these bulky plates also make it nearly impossible for a Kolera to be fitted for more traditional armor.

Merciless Monsters 8: The Gourd Golem

When an adventurer thinks of a golem, they think of a challenging foe. Golems never tire, and never feel the pain of their injuries. Most are constructed from materials like stone or iron, and even putting a scratch on their bodies requires a blow of titanic strength. Golems are relentless, and powerful.

At least, most of them are.

Gourd Golems are most commonly constructed by bush wizards. Casters who desire the services of a construct, but lack the skill or the gold to make a proper one. Long ago one such wizard discovered that they could use relatively common crops during the harvest season to construct a simple, cheap golem. One which, while admittedly not very effective in combat, could still serve as a decent porter. Or even a guard against minor threats such as wild animals or common burglars.

While Gourd golems are constructed from a variety of squashes, they are most notable for the large orange pumpkin which is used to form the creature’s head. These pumpkins must be hollowed out, and a specially enchanted candle placed within them. The magic which animates the golem is stored in the candles flame, and nothing less than complete submersion in water is sufficient to put it out. Since it’s more difficult to put out this flame than to simply smash the golems to pieces, most gourd golems have terrifying faces carved into their pumpkin heads, to make them appear more menacing.

Physically, Groud Golems do not appear to be as sturdy as they are. Their bodies are made of various crops which are bound together by the magically animated vines of the pumpkin. If one were to make a crude comparison to human anatomy, the gourds form the skeletal structure of the creature, giving it shape. The vines hold that structure together, and give it mobility and strength, as muscles and tendons do for humans.

Gourd Golem

Shambling awkwardly on limbs made of long stems wrapped around squash, the creature approaches. Its malicious intent is clear from the evil grin carved into its pumpkin head.


Gourd Golem; CR 2; [Construct] [Farmland] [Temperate Climate] [Always Active]


XP: 600
N Medium Construct
Init -2; Senses Darkvision 60ft, low light vision, Perception +5


DEFENSE


AC 16, touch 8, flat-footed 16 [10 + Dex(-2) + Natural(8)]
HP 43 (3d10)
Fort +1 Ref -1 Will +1;
Immune Construct Traits
Weakness Vulnerability to Bludgeoning (+50% damage)


OFFENSE


Speed 30 ft.
Melee +4 Slam (1d6)(Bludgeoning)(May choose to tangle on successful slam attack)


STATISTICS


Str 12 Dex 7 ConInt Wis 10 Cha 1
BAB +3; CMB 4; CMD 12
Languages None
SQ Tangle, Burrow


SPECIAL ABILITIES


Burrow If the earth is loose enough, a Gourd Golem can bury itself within 2 minutes, submerging itself up to its pumpkin head. Those who control the Gourd Golem often command a number of them to do this in farming fields, hiding amongst the crops until intruders approach. Gourd Golems can leap out of the dirt and attack in a single round.

Tangle Gourd Golems are most effective at trapping, rather than killing their enemies. Upon a successful slam attack, the golem can wrap its vines around a victim, performing a grapple check at a +10 bonus. If successful, the Gourd Golem will continue to entwine itself around its victim on subsequent turns, strapping the gourds which make up its own body to their limbs, making it difficult for them to move. Eventually the golem even fits its own pumpkin head over the head of its victim, restricting their vision severely. A tangled character is not controlled by the golem, and they are rarely harmed. Rather, the purpose of the tangle ability is to hold an intruder until someone comes to retrieve them.


ECOLOGY


Environment Most commonly in farmland, where the necessary resources are plentiful.
Organization Solitary or band (6-12)
Activity Cycle Constructs do not sleep.
Diet Constructs do not eat; Natural Enemies Squirrels, Dogs, most herbivores and omnivores.
Treasure Typical


CONSTRUCTION


A Gourd Golem’s body is constructed from roughly 100gp worth of pumpkins and other gourds. In addition, high quality candles worth 10gp each must be used.
Requirements Craft Construct, Entangle, Summon Nature’s Ally II, creator must be caster level 5th;
Skill Craft (Sculpture) or Craft(Topiary) DC: 17 Cost 110gp

Merciless Monsters 7: Fotavyon

The Fotavyon is a huge reptilian creature which lives primarily near swamps and bogs, or occasionally around underground pools. When standing on all four of its spindly, almost spider-like limbs, the creature is about 8ft tall, and 20ft from nose to tail. It is covered in hard scales, with small groupings of feathers on certain areas of its body. The coloring and location of these feathers is unique to each fotavyon, sometimes lining the jaw or forming a crest on the head, or even covering the entirety of the tail. The only feathers which are consistent for each fotavyon are the ones on the the creatures legs, which flay black like vestigial wings. These do not allow the creature to fly, but it does sometimes use them to leap, or to flap threateningly at an intruder while emitting a deafeningly loud, chrip-squawk sound.

Fotayvons have an elongated jaw, with numerous rows of teeth, and eyes mounted on the sides of their head. Their body is lean, and ends in a strange tube-like tail, with a large orifice on the end of it. The creatures four legs are lean and muscular. While at rest, these limbs orient upwards from the creature’s body, and are turned down at the elbow, with long forelegs so they can reach the ground. Each of the four legs ends in a three fingered claw with an oppasble digit, allowing Fotayvons to pick up objects and manipulate them as a human would, though they lack the intelligence to make use of this ability to make tools or other objects. Though they have occasionally been known to improvise crude weapons such as clubs or stones.

Perhaps the most interesting aspect of this species is that all of its members are female. Or, more accurately, the females of the species are the only ones anyone is likely to recognize as a living creature. The males of the species are microscopic organisms which live in a slimy substance which is excreted whenever the creature lays an egg from the orifice on its tail. When the egg hatches, the newly born female eats this slime for sustenance, and in doing so, also consumes the fotayvon males. The microscopic creatures then live as parasites within their mate’s stomach for the rest of her life.

The digestive process of the fotayvon female creates a large amount of noxious, poison gas. An interesting aspect of the fotayvon anatomy is that this gas is expelled not directly through an orifice, but is instead placed within the creature’s unfertilized eggs, which it must constantly produce in order to siphon off this gas. The unfertilized eggs are under immense pressure from this gas, and if an egg is cracked, the gas will tear the egg apart quickly. Once exposed to oxygen, the gas ignites, and expands rapidly. Occasionally, however, one of the fotayvon males will travel to the egg sac of its mate, and enter one of its eggs. The male then dies, releasing a chemical which neutralizes the dangerous gas, as well as fertilizing the egg.

Fotayvons typically bury their eggs, if it is possible, leaving only a small part of it exposed for the potential child to climb out of. Most fotayvon lairs are surrounded by a small field of slime and mostly buried eggs. The fact that 99% of these eggs are explosive prevents most predators from attempting to eat the eggs, and surroundings its lair with what is essentially a minefield is the fotayvon’s best defense against aggressors.

Fotavyon

Moving on spider-like legs, a reptilian creature approaches, ruffling the feathers that cover its body menacingly.


Fotavyon; CR 10; [Aberration] [Wetlands, Caves] [Temperate/Warm Climate] [Diurnal Cycle]


XP: 9,600
N Huge Aberration
Init +11; Senses Darkvision 60ft, Perception +11


DEFENSE


AC 19, touch 15, flat-footed 12 [10 + Dex(7) – Size(2) + Natural(4)]
HP 116 (11 HD, 1d10)
Fort +8 Ref +14 Will +4;


OFFENSE


Speed 100 ft. Climb 40ft. Swim 20ft (Water’s surface only)
Melee +22/+17 Bite (2d8)(Piercing)(May choose to grapple on successful bite attack)
Melee +22/+17 Slam (2d6)(Bludgeoning)
Ranged +17 Egg Hurl (5d6)(2d6 splash)(40ft)(Fire Damage)(Noxious Cloud)


STATISTICS


Str 33 Dex 24 Con 16 Int 2 Wis 13 Cha 08
BAB +10/5; CMB 32; CMD 39
Languages None
SQ Quick Initiative, Egg Hurl, flying leap


SPECIAL ABILITIES


Quick Initiative +4 to Initiative Rolls
Egg Hurl Once per day, the Fotavyon expels an egg through its tail orifice. If in combat, it can make a ranged attack to attempt to hurl one of its eggs at an attacker. An egg created during the stress of combat will never be fertilized.
Flying Leap Using its feathered limbs, a fotavyon can make impressive flying leaps, easily covering distances of up to 50ft with a single bound.
Explosive Eggs When a fotavyon’s egg explodes, it deals 5d6 damage to anyone standing within 5ft of it, and 2d6 damage to anyone standing within 10ft of it. This damage is from the flames and pressure of the gas expanding and igniting. After the initial explosion, a cloud of fumes is left in a 15ft radius from the egg’s location. Anyone who ends their turn in these fumes will be paralyzed until they are taken out of the fumes and given a turn to rest, or until the fumes dissipate 10 rounds later. The fotavyon will often attack this paralyzed character first.
‘Mine’ field The slime covering a fotavyon’s egg field is harmless in and of itself. It is slightly slippery, but not enough to cause any penalties.


ECOLOGY


Environment Wetlands, or dank caves. They enjoy moist, cool environments.
Organization Solitary
Activity Cycle Fotavyons are diurnal, so they function during the day and sleep at night.
Diet Fish, small mammals; Natural Enemies Dragons, occasionally.
Treasure Typical

Merciless Monsters 6: Octorok For Pathfinder

Lately it seems as though all I post about is the Legend of Zelda Adventure System that I’ve been working on. Which isn’t really surprising, I’m inspired to work on it and I don’t have anything else related to tabletop games drawing my attention right now. I enjoy the OD&D game I participate in on Monday but don’t have a lot to say about it beyond that, and it’s been awhile since my Pathfinder group has found time to get together. So when I work on tabletop stuff, it’s focused on the Legend of Zelda.

But I thought that instead of posting another monster constructed with a half-finished monster system, I’d adapt one of the most classic Zelda enemies to Pathfinder: The octorock. It’s a land-based octopus that shoots rocks out of its mouth. Literally, that’s how it was originally conceived. See?

As with all of my recent Zelda work, however, I’m using the Link to the Past as my source. That game’s conception of the creature was a little less silly looking I think. Unfortunately, there is no art for the creature that I am aware of, but I did find this nice image of the game’s sprite:

I’d also like to note that starting with this post, and from now on, I will not be using the ‘proper’ methods for creating monsters in Pathfinder. It takes far too long, and the results are not worth the effort it involves. My monsters will have no skills, nor will they have any feats, nor will they be constructed with painstaking care to ensure that the CR is “accurate.” Personally, I don’t even use the CR anymore, preferring that my players learn the fine art of running away if they encounter something beyond their ability. I’ll still include the most accurate CR I can, but it will be estimated, not calculated.

Pathfinder Octorok

The Octorok is an aberration which makes its home in plains. It is often incorrectly assumed that the octorok prefers plains of dirt, but this is only an illusion. Octoroks often migrate to grassy plains rich in plant and insect life, but they quickly overgraze the land, reducing it to an expanse of dirt where the creatures must forage for worms, beetles, and nutrient-rich soil.

Part of this confusion rises from the assumption that the nozzle on an Octorok’s face is a ‘mouth.’ For lack of a better word, it is in fact a kind of sphincter which the octorok uses to expel waste products. The octorok’s actual ‘mouth’ is an unusual scooping apparatus located on the bottom of its body. Octoroks feed by moving across the ground at high speeds, picking up soil, insects, and plant life as they do so. The octorok’s digestive tract quickly siphons part of this collection into the octorok’s stomach, where it is digested and used to produce energy. Meanwhile, any unneeded food, or inedible substances such as stones, are shunted to the octorok’s colon, where they are coated in an unusual kind of adhesive juice which is actually quite valuable if it can be harvested. This organ shapes the ‘leftovers’ into a solid ball, which the octorok can hurl with some force from its forward nozzle. The ball formed by this process is quite hard, making this hurling ability an effective defense mechanism for the octorok.

While similar in appearance to the aquatic Octopus, Octoroks differ in a number of important ways to help them survive and thrive on land. On close inspection, their eight ‘legs’ more closely resemble the bodies of snakes than they do the suckered tentacles of a cephalopod. While these legs might not seem practical, they actually allow this aberration to move much faster than many larger creatures. Most of the Octorok’s body is also covered by a soft ‘shell’ which protects the creature from most attacks. While this shell is not calcified as a turtle’s shell is, meaning it can be pierced or cut, it is actually much more resistant to cracking, and distributes the force of an impact more effectively. This is a useful ability when traveling in a herd of creatures which are constantly hurling heavy objects around.

Octorok

A dull red creature darts past you on a mass of wriggling legs. A strange nozzle protrudes from its face.


Octorok; CR 2; [Aberration] [Plains] [Temperate/Warm Climate] [Diurnal Cycle]


XP: 600
N Tiny Aberration
Init +9; Senses Darkvision 60ft, Perception +0


DEFENSE


AC 17, touch 17, flat-footed 12 [10 + Dex(5) +Size(2)]
HP 3
DR 3/Slashing, Piercing
Fort +9 Ref +4 Will +5;


OFFENSE


Speed 45 ft.
Melee +2 Slam (1d4)(Bludgeoning)
Ranged +7 Rok Hurl (1d6)(15ft)(Bludgeoning)


STATISTICS


Str 10 Dex 20 Con 10 Int 2 Wis 14 Cha 10
BAB +2; CMB -2; CMD 13
Languages None
SQ Quick Initiative


ECOLOGY


Environment Plains. They prefer grassy plains, but quickly reduce these to large expanses of dirt.
Organization A ‘Tangle’ of Octoroks is usually between 6 and 20. They are rarely seen in smaller groups.
Activity Cycle Octoroks are diurnal, so they function during the day and sleep at night.
Diet Plants, Insects, Earthworms, Nutrient-Rich Soil; Natural Enemies Hawks, Leevers, Most Medium-Large Aberrations
Treasure Typically None

Merciless Monsters V: LOZAS Skeleton and Popo

If you haven’t yet, there’s only today and tomorrow left to fill out the first annual Papers & Pencils survey! It honestly means a lot to me, so if you enjoy the blog, and you have a couple minutes, I would really appreciate your time!

It’s been a long while since I made a Merciless Monsters post. The Draugr were all the way back in March, and my only attempt since then was when I adapted Telecanter’s work in April. For awhile after the Draugr, I avoided writing another MM because they took so damned long to get done. Then I had my big rant denouncing Pathfinder’s complex methods of stat block creation. Since then I haven’t really been sure about how to approach making monsters. I figure I ought to come up with my own style of Pathfinder-compatible statblock which allows monsters to be built faster, but I haven’t gotten there yet.

So instead, I thought it would be fun to waste everyone’s time by working out some of the monsters for my in-progress LOZAS system. Below are two of the monsters which will appear in that game, built using the current iteration of the rules. First is the Skeleton, which I’ve included to serve as a connection between the tried-and-true (skeletons in fantasy RPGs) and the new-fangled (the LOZAS system). The other creature, which I’m currently calling a Popo, is a little more unusual, and to my knowledge hasn’t appeared in a tabletop RPG before.

None of these rules are quite pinned down yet, so these creatures may end up changing before I’m done. I’ve also added some commentary to the statblocks, to explain my reasons for making certain choices. Despite my joke above, I hope you find this enjoyable rather than annoying. The survey isn’t over until tomorrow, but a lot of people have noted that they’d like to read more about my amateur game design.

Skeleton

HP 8
AC 20
Body 10; Agility 26; Wisdom 3
Speed 40
Special Protection: Skeletons take no damage from piercing weapons unless it is a critical hit.
Special Weakness None
Attacks Claw (+5/1dmg); Throw Bone (50ft)(+8/1dmg)
Special Moves

Disengage: As an action, the skeleton may leap straight back 20-50ft. If there is a wall within that range, the skeleton is not harmed by colliding with it, instead gracefully sliding down the wall to land at the bottom.

Stealthy: A sneaking skeleton is able to move with complete silence, and hide itself within deep shadows. While sneaking, a skeleton can move at full speed. While hiding in deep shadows, it must remain still while it is being observed, or it will be revealed.

Description With magically animated joints the skeleton glides silently across the stone floors of a crypt. While the creature was once a person, all flesh and humanity have been stripped from it, leaving only a collection of bones with a fervent desire to harm the living. Skeletons are created either by powerful and evil sages, or by the sheer evil presence of a monster even more merciless than itself.

Tactics Skeletons much prefer to fight from range, breaking off spare bones from their rib cage and throwing them with deadly accuracy. If a skeleton ever ends up in melee range, it will sometimes attack with its claws, but its immediate reaction is to leap straight backward. Skeletons are not very bright creatures. They’re barely more than an automaton, with only a rudimentary understanding of friend & foe, and not much ability to think ahead. Clever players could potentially trick a skeleton into using its disengage ability to take a blind leap into lava, or some other dangerous substance.

Design Notes In this game, the the range of human ability can go as low as a score 2, and as high as a 22. Given that, the skeleton shown here has an average body score, extremely low wisdom score, and supernaturally high agility score. Lacking the constraints of flesh and sinew, skeletons are more flexible and fast than the world’s greatest gymnasts and runners. I’ve never liked the portrayal of skeletons as level 1 cannon fodder, possibly because of my love for the 1963 film Jason and the Argonauts. My hope is to make them a little more menacing in this game.

While individual GMs are free to run the skeleton however they like, obviously, I thought it would be fun to play up the graceful aspect of the skeleton, making it a quick, stealthy foe. I particularly like the idea of skeletons being able to avoid melee range, thus allowing them to force their foes to use arrows–which they are immune to.

Popo

HP 2
AC 12
Body 16; Agility 11; Wisdom 5
Speed 30
Special Protection: None
Special Weakness None
Attacks Constricting Barbs (Auto-hit on entangled foes/1dmg)
Special Moves

Entangle: If a popo enters the same space as a target, then that target becomes entangled. The target cannot move until the popo is either killed or shaken free with a successful agility check. Once entangled, a target is vulnerable to the popo’s Constricting Barbs attack, which does not require any attack roll.

Description ‘A multicolored mass of wriggling tentacles with no other recognizable anatomy” is the simplest way to describe the popo’s appearance. While primarily colored in shades of orange and purple, a popo’s tentacles can fall anywhere on the color spectrum. The creature uses its bright colors and wriggling movements to attract potential predators. Once it is attacked, the popo latches on tightly, extruding small barbs which allow it to draw bloody sustenance from its would-be attacker. Even the strongest or most agile creatures find it difficult to rid themselves of a popo once it has latched on.

Tactics Popos are simple creatures who live in ‘clusters’ which generally range from 4-10. Often, members of a cluster will hunt separately. But when threatened, the creatures demonstrate remarkably unity by gathering together, and moving in union. In doing so, they cover a larger surface area than a single popo would, making it more difficult for attacks to avoid getting their feet entangled.

Design Notes I’m experimenting with mechanics which have ‘absolute’ results in this game. Above, you saw how the skeleton is almost completely immune to piercing weapons (as opposed to Pathfinder, where skeletons have DR/bludgeoning). The popo is another example of a mechanic with an absolute outcome: if the popo enters the same area as a PC, that PC is entangled. No saving throw or chance to avoid it. The player’s best chance to avoid being entangled by a popo is to deprive the monster of the opportunity in the first place.

You might note that all of the attacks mentioned deal a set amount of damage, rather than a dice range. At present, the game uses different rules for monsters and players in this regard. On the one hand, monsters can have any number of HP, and player weapons deal damage using a dice range. Players, on the other hand, start with only 3 HP, which can be increased one at a time by adventuring, and discovering magical items which allow them to resist wounds beyond what a normal human could sustain.

I don’t really like that method very much, but it’s what I’m working with for now.