Tuesday, December 31, 2019

4 (New) Common Creatures of the Dust

With the campaign reboot on the horizon (distant 4-6 month horizon I think) I'm digging into the monsters again. Time for a clean slate on the monster book and, while I'm at it, a complete refresh of the monsters themselves.

The biggest chance between v1 and v2 monsters are their END and VIT and damage. Damage (per segment) is increased and their END and VIT are lowered. Non-essential combats were taking too long. Long combats are fairly boring. I encourage everyone to be creative, but there are only so many ways you can smash someone in the face with a mace before even you become bored with describing cool ideas. So - monsters die faster but cause more harm - the net effect is more or less the same, but the combats run faster.  WIN!

I broke out the random monster generator, kicked up 16000 entries, and started filtering for things that i could use/tweak into the game. Rather than "force" things into position (must find medium unclean so i can make skeletons) I let the results inspire new ideas and creations.

4 (New) Common Creatures of the Dust

Parson's Beetle
Threat 1 [Dust A] Small Miscreant Beast (Animal Intelligence); Demeanor: Distant; Ferocity: Passive
Encounter 1d6 wandering, 1d8 stocked; 20% chance in lair (x3 multiplier)
 Init: +2    Attack: +2    Speed: 10    Damage: 1d4+1    Rending claws   
 Defense:+2   DR: 0    KO: 0    END: 3    VIT: 3   
Description: almond-shaped beetles the size of small dogs. Their touch is corrosive (armor, shield, weapon must make DUR Check on contact) but they are easily distracted by carrion or any sort of fresh ration. They tend to be flee conflict unless actively swarming from a lair.

Shell Horror
Threat 2 [Dust A] Large Unaligned Ooze (Non-Intelligence); Demeanor: Disorderly; Ferocity: Hostile
Encounter 1d4 wandering, 1d6 stocked; 20% chance in lair (x3 multiplier)
 Init: +0    Attack: +1    Speed: 8     Damage: 1d4+1    Spurt of blood  
 Defense:+0   DR: 2    KO: 1    END: 9    VIT: 10   
Description: These oozes craft crab-like exoskeletons from the bones of their victims or those they find lying about. They amble haphazardly toward anything moving and attempt to eat it. Capture of a living ooze from inside the shell is worth 50-100g to the right collector.

Bramblecorpse
Threat 2 [Dust B] Small Neutral Unclean (Clever); Demeanor: Malicious; Ferocity: Cowardly
Encounter 1d8 wandering, 2d6 stocked; 5% chance in lair (x6 multiplier)
 Init: +3    Attack: +0    Speed: 9     Damage: 1d6    Thorny vines  
 Defense:+3   DR: 0    KO: 0    END: 4    VIT: 3   
Description: Crow-headed corpses of children wrapped in thorny vines. They lash out with the vines (attack can count as ranged) as well as use them to move about. They caw incessantly once excited. In combat they tend to disarm not as a tactic, but to grab the "shiny things". They are intelligent enough to be bribed if they aren't already excited, which happens easily.

Brunki
Threat 3 [Dust B] Medium Wicked Fey (Low Intelligence); Demeanor: Distant; Ferocity: Hostile
Encounter 1d8 wandering, 2d6 stocked; 5% chance in lair (x6 multiplier)
 Init: +5    Attack: +1    Speed: 7     Damage: 1d6    Razor-sharp wings 
 Defense:+1   DR: 2    KO: 2    END: 10    VIT: 10   
Description: Spring-green humanoids with immense compound eyes and over-sized dragonfly wings. They can fly rather quickly, but only over short distances, which allows them for an opening charge attack at +3. Rather than fight themselves they will summon a random wandering monster and flee. They detest flowers of all kinds and will avoid getting near them.

Stats for OSR-type Games
You should be able to translate into 5e easily enough as well ...

 Creature
 HD 
 AC 
 The Rest
 Parson's Beetle 
 1/2
  as leather  
 Corrosive touch destroys item 1 in 20 
 Shell Horror
 1 
 as leather 
 Attacks are totally random target except on other shell horrors 
 Bramblecorpse
1
 as chain 
 Disarm instead of damage on damage roll '6' 
 Brunki
 1+1 
as leather
 Advantage (or +5) to charge attack

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