For years now, I have been saving gameable-looking pinterest images of monsters, and putting them into a board entitled Unholy Abominations and Deadly Men. Every creature I saw that I thought I could probably stat into an OSR monster, I put on this board. However, I never did stat any of those monsters. Anyway, here's four Pinterest Monsters that at least have ideas that are probably gameable.
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DIE MUSKETE, Num. 389. Cover by Karl Alexander Wilk |
1. Graveyard's Kommissar
The peasants claim to see him at the earliest hours of the morning, standing among the headstones. He stares off into the distance, or at the ground. Those who have seen him claim the earth moves around him, like it's full of worms or snakes. And it's always real dark, but many of them also claim the ground bleeds.
No. Appearing: 1
HD: 4+2
AC: Chain
No. of Attacks: 2 Flail (d6+2) (+2 to hit)
Save: as Level 3 Fighter
XP: 35
Alignment: Lawful
Raising Presence: Clerics and Paladins will immediately feel uncomfortable in the presence of a Graveyard's Kommisar. Once per round, the Kommisar can raise d4 corpses. These bodies take d4+1 rounds to claw themselves out of the ground if buried, and have stats as zombies.
The Blood: Blood flows out of the ground around a Graveyard's Kommisar. Within 30' of the Kommisar, everyone moves at half speed due to the slick and uneven terrain that this much blood causes.
Undead
Additional Notes:
- Graveyard Kommisars are very respectful towards nobility and those in positions of law, due to their love of society in life. 5-in-6 chance for them to follow the orders of those in political power, unless the order is obviously suicidal or illegal, in which case the chance is 3-in-6.
- Graveyard Kommisars target Thieves, Druids, and chaotic Fighters when available. Their leader hated those kind of people.
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"Beast-man" by Peter Mullen
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2. Rottboy
Hey boy! You think Orcs are bad? Wait til' y'all see a Rottboy! He'll stab ya in the spleen or sumpin, then pump you full of idjit afterwards! Better if ya die, honestly. I'd know.
No. Appearing: 2d6
HD: 1-2
AC: As Leather
No. of Attacks: 1 Dirty Shank (d4 + The Rott)
Save: as Level 1 Thief
XP: 5
Alignment: Chaotic
The Rott: When hit with the attack of a Rottboy, a creature must make a Save vs Death or lose d2 points of Intelligence. The creature successfully hit with The Rott feels as though they just forgot something very important, but they can't quite place their finger on it. If this fully depletes a creature of Intelligence, they will be off for the next d4 days, being incredibly slow-witted and easily confused, after which, they will morph into a Rottboy. They might not be hostile, but are not your friend anymore.
Language: Speak Common usually, but have a 50% chance of being incapable of speech due to their intense mental degredation.
Additional Notes
- Rottboys smell horrible. A group will smell the horrible stench of a pack of Rottboys a round before they appear. As such, a group familiar with Rottboys cannot be surprised by them.
- Unsurprisingly, Rottboys are incredibly stupid. They can be convinced of most anything, but get very upset with what they perceive to be puzzles or tricks, and will attack any "tricksy" negotiators. They are easily convinced by promises of gold or meat. They do not have much to offer in terms of information.
- They have no leaders, and instead all make decisions by arguing and wrestling.
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by ghostgods
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3. Lion Devil
Barely looks like a lion. Not quite sure why they call it that. Anyway, they're lovely. I wish it would look at me like that again...
No. Appearing: 1
HD: 6+3
AC: As Chain + Shield (cannot be harmed by non-magical or non-silvered or non-blessed weapons)
No. of Attacks: 2 Psychic Blasts (1d8+1) (+3 to hit)
Save: as Dwarf
XP: 350
Alignment: Neutral
Psychic Self-Doubt Panic: Each round, a creature of the Devil's choice must make a Save vs Spells, or they feel incredibly ignored. They want nothing more to be noticed. They will leave themselves flamboyantly open and make a lot of noise while under the effects of the panic, lowering their effective AC by 3 and removing the bonus provided by a shield. This effect fades either when the target takes damage, makes a successfully Save vs Spells (which they may make each round after the first), or after 1d6+1 rounds.
Additional Notes:
- This is a Devil, if that matters
- They are drawn to/are summoned by self-loathing and jealousy, and may pop up in areas with a lot of that, dying down when the situation fizzles out, or becomes boring.
- They can speak and understand any language, but will only really want to gossip, and may try to kill you if the conversation gets too boring. They kinda suck, and 3-in-6 adventurers know this. |
by Sam Bosma
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4. Mineshaft Champion
I mean, that... guy(?) we saw down there probably at least USED to be some kind of knight, right? He bowed. But... he was really big. And shaped... weird. Let's not talk about it anymore.
No. Appearing: 1
HD: 3
AC: As Chain
No. of Attacks: 2 Large Sword (2d6+2)
Save: As Level 5 Fighter
XP: 200
Alignment: Unaligned
Duelist: Mineshaft Champions act as though their AC is equal to Plate+Shield if they are defending against swords or daggers.
Contortionist: Can comfortably fit into any space as small as 4' by 4'. The Champion stands between 9 and 12 feet tall.
Additional Notes:
- They go through the motions of honorable conduct without fully understanding it. They bow at large boulders, crawl in a clear and royal pattern, and kneel before shiny objects. They draw their sword and aim it at the largest opponent, but then attack like an animal.
- They can scale walls like a spider, and spin webs like one too. Their tabards wriggle like there is additional legs under them.
I kinda use Tumblr the same way
ReplyDeleteHa! That's rad. And I'm such a big fan dude, thanks for commenting!
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