[sometimes encountered in the wilderness of SW Furthermoor]

Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts
Monday, March 11, 2013
Friday, November 30, 2012
ABOMINABLE SNOWMAN
[from The Strategic Review #3, Autumn 1975*]
THE YETI (ABOMINABLE SNOWMAN)
Number Appearing: 1-6
Armor Class: 6
Move: 12”*
Hit Dice: 4*
% in Lair: 10%
Treasure Type: D
No. of Attacks: 2 (claws)
Damage: 1-6 / 1-6 pts. cold damage each + hugs (as Owl Bear*) for 2-16 pts. add'l cold damage
Surprise*: looking into Yeti’s eyes; save vs. paralyzation must be made
Intelligent
Alignment: Neutral
Inhabiting only regions of icy cold, Yeties are seldom encountered by warm-blooded mankind. Those who do have the misfortune to stumble upon these monsters seldom live to tell the tale, for Yeties are very fond of human flesh. If found in their lair there is a 30% chance that there are 1-3 females there also, and a 15% chance of an additional 2-5 young if females are present. Because of their adaption to cold, Yeties are very susceptible to fire, and attacks employing such heat do 50% greater damage. The typical male is 8’ tall, 350 pounds, and his white coat blends perfectly with snow and ice; thus, a Yeti is nearly invisible until within 10’ to 30’ of its prey. (For each level above 1st add 5% chance of spotting a Yeti at normal distance, i.e. a 2nd level character has a 5% chance of spotting one.)
*Later on, in 1977, this entry gets embedded basically word-for-word within the AD&D Monster Manual; however, there are some diffs. Main ones are Move (AD&D makes "Yeti" faster: 15") & HP/HD (AD&D gives them slightly more w/ 4 + 4 HD). Then there's the bit that SR has hug "as Owl Bear", meaning, if both claws hit the same victim in one round, you also roll for hug damage. AD&D changes this to hug damage happening on a roll of 20. And lastly, the AD&D entry expands on the slightly vague "surprise" mechanic listed in the SR entry: "if the creature surprised an opponent," says the Monster Manual, "a saving throw versus paralyzation must be made, or the victim has looked into the creature's eyes and is rigid with fright for 3 melee rounds and can be automatically struck twice and squeezed by the yeti." All that said, interestingly, this SR entry also appears to be the template for Moldvay's White Ape, which explains why Yeti never makes it into BECMI.
One final thought, regarding Furthermoor, is that Punk Eskimos gain +2 to hit/damage against Yeti, whereas Yeti attacking Punk Eskimos are affected w/ -1 to hit/damage.
THE YETI (ABOMINABLE SNOWMAN)
Number Appearing: 1-6
Armor Class: 6
Move: 12”*
Hit Dice: 4*
% in Lair: 10%
Treasure Type: D
No. of Attacks: 2 (claws)
Damage: 1-6 / 1-6 pts. cold damage each + hugs (as Owl Bear*) for 2-16 pts. add'l cold damage
Surprise*: looking into Yeti’s eyes; save vs. paralyzation must be made
Intelligent
Alignment: Neutral
Inhabiting only regions of icy cold, Yeties are seldom encountered by warm-blooded mankind. Those who do have the misfortune to stumble upon these monsters seldom live to tell the tale, for Yeties are very fond of human flesh. If found in their lair there is a 30% chance that there are 1-3 females there also, and a 15% chance of an additional 2-5 young if females are present. Because of their adaption to cold, Yeties are very susceptible to fire, and attacks employing such heat do 50% greater damage. The typical male is 8’ tall, 350 pounds, and his white coat blends perfectly with snow and ice; thus, a Yeti is nearly invisible until within 10’ to 30’ of its prey. (For each level above 1st add 5% chance of spotting a Yeti at normal distance, i.e. a 2nd level character has a 5% chance of spotting one.)
*Later on, in 1977, this entry gets embedded basically word-for-word within the AD&D Monster Manual; however, there are some diffs. Main ones are Move (AD&D makes "Yeti" faster: 15") & HP/HD (AD&D gives them slightly more w/ 4 + 4 HD). Then there's the bit that SR has hug "as Owl Bear", meaning, if both claws hit the same victim in one round, you also roll for hug damage. AD&D changes this to hug damage happening on a roll of 20. And lastly, the AD&D entry expands on the slightly vague "surprise" mechanic listed in the SR entry: "if the creature surprised an opponent," says the Monster Manual, "a saving throw versus paralyzation must be made, or the victim has looked into the creature's eyes and is rigid with fright for 3 melee rounds and can be automatically struck twice and squeezed by the yeti." All that said, interestingly, this SR entry also appears to be the template for Moldvay's White Ape, which explains why Yeti never makes it into BECMI.
One final thought, regarding Furthermoor, is that Punk Eskimos gain +2 to hit/damage against Yeti, whereas Yeti attacking Punk Eskimos are affected w/ -1 to hit/damage.
Thursday, November 22, 2012
POOKA
AC: 7
HD: 2 + 2
Move: 130' (43')
Attacks: 1 touch/shock
Damage: 1-10
Save as: Fighter: 2
Morale: 6
Treasure: Q + R
Alignment: Chaotic
No. Appearing: 1-2 (2-6)
The Pooka are giant tomatoes that have somehow - through magic &/or evolutionary means - grown sentient to some degree, dug into earth, & made hollows. Having feet, they move quickly & will automatically attack anyone that invades their space. Among humanoids, there are rumors of a man w/ a weapon that could potentially wipe out the Pooka. The weapon is said to be a complex, yet compact pumping system, which strikes out @ the victim & allows the wielder to pump the victim vigorously w/ air, exploding them within 3 rounds (when pump is attached & pumping is uninterrupted, Pooka cannot attack)*. Lastly, whenever Pooka are encountered, there is a 45% chance that a young Green Dragon will arrive in 1d6 turns. Pumping weapon gets +3 to hit against Green Dragons, & like vs. Pookas, when attached, & pumping uninterruptedly, GDs cannot attack.
*When using Pooka, it is suggested the DM place this weapon, &/or the man that wields it, within the setting.
Friday, November 9, 2012
EVIL OTTO
EVIL OTTO
AC: 3
HD: 7 + 5
Move: 120' (40')
Attacks: 2 arms
Damage: 2-8/2-8
Save as: Fighter:10
Morale: 12
Treasure: E (any coin value is for machinery/wires of Otto's being (weight as coins))
Alignment: Chaotic
Evil Otto is a massive & menacing cyborg commander of Berzerk Robots, thought to be invaders from another planet and/or plane. Always met in rooms/corridors of dungeons, 3-6 Berzerk Robots will be encountered before Evil Otto appears (6-12 rounds later). When all Berzerk Robots within Otto's area have been killed, in a berserk rage, he will run after opponents, attacking @ +3 for all attack/damage rolls. If Otto hits one victim w/ both arms in the same round, he squeezes for add'l 2-12 damage. When fleeing from Otto and/or Berzerk Robots*, if a PC passes through a door, the Robots/Otto will not follow; however, there's a 33% chance that in 1 turn Berzerk Robots (& eventually Evil Otto) will be encountered once again.
BERZERK ROBOTS
AC: 5
HD: 1 + 5
Move: 90' (30')
Attacks: 1 (laser arm) +2
Damage: 1-8
Save as: Fighter: 1
Morale: 12
Treasure: P + Q (value is not coinage, but wiring (weight as coins))
Alignment: Chaotic
No. Appearing: 3-6 (0)
Berzerk Robots are all machinery & wire, covered in rubber, w/ plastic armor (strength of chain mail). They shoot a laser beam from their arms (+2 to attack roll). If a Berzerk Robot crashes into a rock wall w/ any force, there is a 50% chance it will short-circuit, overheat, & instantly die. In regard to magic, treat as undead.
Lastly, when fighting Evil Otto and/or Berzerk Robots, Berserkers gain +3 on all attack/damage rolls.
*If all Berzerk Robots are killed before Evil Otto's round to appear, & the party moves through a door, Otto will not appear, though the 33% chance of Berzerk Robots (& Evil Otto) appearing in 1 turn remains.
AC: 3
HD: 7 + 5
Move: 120' (40')
Attacks: 2 arms
Damage: 2-8/2-8
Save as: Fighter:10
Morale: 12
Treasure: E (any coin value is for machinery/wires of Otto's being (weight as coins))
Alignment: Chaotic
Evil Otto is a massive & menacing cyborg commander of Berzerk Robots, thought to be invaders from another planet and/or plane. Always met in rooms/corridors of dungeons, 3-6 Berzerk Robots will be encountered before Evil Otto appears (6-12 rounds later). When all Berzerk Robots within Otto's area have been killed, in a berserk rage, he will run after opponents, attacking @ +3 for all attack/damage rolls. If Otto hits one victim w/ both arms in the same round, he squeezes for add'l 2-12 damage. When fleeing from Otto and/or Berzerk Robots*, if a PC passes through a door, the Robots/Otto will not follow; however, there's a 33% chance that in 1 turn Berzerk Robots (& eventually Evil Otto) will be encountered once again.
BERZERK ROBOTS
AC: 5
HD: 1 + 5
Move: 90' (30')
Attacks: 1 (laser arm) +2
Damage: 1-8
Save as: Fighter: 1
Morale: 12
Treasure: P + Q (value is not coinage, but wiring (weight as coins))
Alignment: Chaotic
No. Appearing: 3-6 (0)
Berzerk Robots are all machinery & wire, covered in rubber, w/ plastic armor (strength of chain mail). They shoot a laser beam from their arms (+2 to attack roll). If a Berzerk Robot crashes into a rock wall w/ any force, there is a 50% chance it will short-circuit, overheat, & instantly die. In regard to magic, treat as undead.
Lastly, when fighting Evil Otto and/or Berzerk Robots, Berserkers gain +3 on all attack/damage rolls.
*If all Berzerk Robots are killed before Evil Otto's round to appear, & the party moves through a door, Otto will not appear, though the 33% chance of Berzerk Robots (& Evil Otto) appearing in 1 turn remains.
Friday, November 2, 2012
GIANT MILLIPEDE
AC: 9
HD: 1/2 (1-4 hp)
Move: 100' (33')
Attacks: 1 bite
Damage: 1-4
Save as: Normal Man
Morale: 6
Treasure: Nil
Alignment: Neutral
No. Appearing: 1-8 (2-16)
While often mistaken for Giant Centipedes, Giant Millipedes are more timid, slower*, & they don't harbor poison. When firing range weapons @ a Giant Millipede outdoors, an attacker gains +1 to hit. When encountering a number of them, there is a 1-4 in 1d6 chance that 1-3 Giant Inchworms are tagging along.
GIANT INCHWORM
AC: 9
HD: 1/4 (1-2 hp)
Move: 60' (20')
Attacks: 1 touch
Damage: Slows movement
Save as: Fighter: 1
Morale: 7
Treasure: Nil
Alignment: Neutral
A Giant Inchworm's attack is a quick thrust (or straightening out) to touch an opponent. While doing no hit point damage, a successful hit will slow its victim down to 1/3 of their normal movement rate (e.g. 120 feet/turn slowed to 40 feet turn, or 40 feet/round slowed to 13 feet/round, etc.) for 1d6 turns.
*That is, slower than Holmes' version of Giant Centipede, which moves @ 150 feet/turn.
Thursday, October 25, 2012
KILLER BIRDS
KILLER BIRDS
AC: 7
HD: 1/4 (1 hit point)
Move: 12' (4') Flying: 150' (50')
Attacks: 1 beak (bite or peck)
Damage: 1-2
Save as: Normal Man
Morale: 12
Treasure: Nil
Alignment: Chaotic
No. Appearing: 1-100 (1-100)
Though rumored to randomly light on waterfront locales, Killer Birds have been seen in dungeons, in depths that have access to sky (e.g. chimneys, mining tunnels, random giant worm holes, etc). Attracted to the scent of alcohol, as well as fire, Killer Birds find carousing campers opportune targets.
AC: 7
HD: 1/4 (1 hit point)
Move: 12' (4') Flying: 150' (50')
Attacks: 1 beak (bite or peck)
Damage: 1-2
Save as: Normal Man
Morale: 12
Treasure: Nil
Alignment: Chaotic
No. Appearing: 1-100 (1-100)
Though rumored to randomly light on waterfront locales, Killer Birds have been seen in dungeons, in depths that have access to sky (e.g. chimneys, mining tunnels, random giant worm holes, etc). Attracted to the scent of alcohol, as well as fire, Killer Birds find carousing campers opportune targets.
Tuesday, October 23, 2012
PAC-MAN
AC: 3
HD: 3 + 1*
Move: 90' (30')
Attacks: 1 bite
Damage: Normal + undead*
Save as: Fighter: 4
Morale: 8
Treasure: S
Alignment: Lawful
* Pac-man does normal damage when biting normal beings, though undead will be NO LONGER. Likewise, if the Pac is hit by undead, he dies; however, in 1 turn, will rise again in a nearby place, until 3 lives through (DM may grant more lives).
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