Monday, November 24, 2014

Well, since d20 Dark Ages isn't fraked up... I'll make this announcement.


For those who can read this, The Word of Stelios is going dark for short time.

I'm "upgrading" away from blogger/Google. A whole new website is in the works.

When it will be completed? I'm not sure at this point. The blog portion of the website will be online in a matter of days. As for the rest of the website? Uncertain--hopefully by the New Year.

Whatever the new website contains, I'll be sure to post likes back here and d20 Dark Ages.

This change has been long overdue.

Tuesday, April 29, 2014

Z is for Zora--The Legend of Zelda


Climate/Terrain: Temperate freshwater
Original Artwork from
The Legend of Zelda
booklet
Frequency: Uncommon
Organization: Tribal
Activitiy Cycle: Day
Diet: Ominvore
Intelligence: High (13-14)
Treasure: A, Q
Alignment: Neutral
No. Appearing: 1d4
Armor Class: 5 [15]
Movement: 12”, Sw 24”
Hit Dice: 2+2
Thac0: 19
No. of Attacks: 2
Damage/Attack: 1d3/1d3
Special Attacks: See below
Special Defenses: None
Magic Resistance: None
Size: M (6’)
Morale: Unsteady (5-7)
XP Value: 120

Zoras are though to be freshwater relatives of the Locathah, except they have hands that possess small claws.

Zoras also have the special ability to spit balls of fiery energy at opponents, every other round for 1d8 damage per hit (range 60 feet).

They are cowardly creatures. They will not emerge on land until they absolutely have to—such as to retrive victims killed by their fiery breath. They cannot survive outside of water for more than 15 minutes. 




Y is for Yakra--Chronotrigger

Climate/Terrain: Cities
Frequency: Unique
Organization: Solitary
Activity Cycle: Day
Diet: Carnivore
Intelligence: Very (14-15)
Treasure: F
Alignment: Neutral Evil
No. Appearing: 1
Armor Class: 5 [15]
Movement: 18”
Hit Dice: 5 (hp 32)
Thac0 [Bonus to hit]: 15 (+5 to hit)
No. of Attacks: 3
Damage/Attack: 1d8/1d8/1d12
Special Attacks: See below
Special Defenses: None
Magic Resistance: 30%
Size: L
Morale: Elite (13-14)
XP Value: 650

Yakra is a unique demon who can polymorph himself into a human form, often as a counselor or wiseman to kings or other powerful nobles for his own fell ends—to create a whole new generation of Yakras on the material plane. When his fell deeds have been uncovered, he reveals his true form.

In combat he attacks with two claws and a bite. But he also has a special rage attack once reduced to 20 hit points or less where he gets single attack against every opponent within 10 feet, +2 bonus to hit, with 1d8+2 damage per hit.

He can also pounce up to half his movement, stomping an opponent for 2d6+2 damage.

Finally, he can shoot 1d4+1 spiky-needles out of his back against an opponent for 1d6 damage each (range 30 feet).

If killed, Yakra will dissolve into a multi-colored light and vanish.




X is for Xenomorph--From the Alien Movie Franchise


I couldn't find a monster from a classic video came that starts with "X" so here's a Xenomorph you can inflict upon your hapless PCs in your campaign.

From Wikipedia Commons
Climate/Terrain: Any
Frequency: Very Rare
Organization: Brood
Activitiy Cycle: Any
Diet: Carnivore
Intelligence: Very (11-12)
Treasure: None
Alignment: Chaotic Evil
No. Appearing: 1d8
Armor Class: 2 [18]
Movement: 18”, Climb 12”
Hit Dice: 3+3
Thac0 [Bonus to Hit]: 17 [+3]
No. of Attacks: 4
Damage/Attack: 1d8+1/1d8+1/1d10/1d12+3
Special Attacks: See below
Special Defenses: See below
Magic Resistance: None
Size: M (6’ to 7’)
Morale: Average (11-12)
XP Value: 1,400

The Xenomorph is a terrifying alien species bent on flooding the galaxy with their kind.

Their primary means of attack include their two claws (1d8+1 damage each) and their tail which ends with a slashing blade (1d12+3 damage). They can also bite for 1d10 damage, and on a natural 20, the phallic-like proboscis inside the Xenomorph’s mouth thrusts outward, doing an addition 2d10 damage and bursting through the victim’s face and skull if the victim is reduced to 0 hit points or less.

Xenomorph’s are immune to acid. Furthermore, once every twelve hours they can spit acid at a target for 1d8 damage (range 20 feet). The target must save versus breath weapon or be permanently blinded. Even so, the acid is highly corrosive and can continue eating way for another 1d8 damage per round for another 1d4+2 rounds.

A Xenomorph takes half-damage from blunt weapons. Piercing of slashing weapons do normal damage, but have a 50% of releasing the acid beneath the Xenomorph’s skin—spraying those in melee combat for 1d8 damage and ruining their weapons unless they save versus breath weapon.

This entry is for the standard “warrior” Xenomorph. Other varieties are known to exist such as the Queen and the Facehugger.

Xenomorphs don’t horde treasure. They seem to live to only propagate their species.

W is for Wall Master--The Legend of Zelda


Climate/Terrain: Any Dungeon 
Original Artwork from
The Legend Of Zelda
game booklet
Frequency: Very Rare
Organization: Solitary
Activitiy Cycle: Any
Diet: Unknown
Intelligence: Average (8-10)
Treasure: None
Alignment: Chaotic Evil
No. Appearing: 1d2
Armor Class: 3 [17]
Movement: 12”
Hit Dice: 6  
Thac0 [to hit bonus]: +5
No. of Attacks: 1
Damage/Attack: 1d8
Special Attacks: See below
Special Defenses: None
Magic Resistance: 40%
Size: M
Morale: Steady (11-12)
XP Value: 975

A reaches out from a wall to grab a character, drag him into the wall via some dimension rift, and then deposit the character at the beginning of the dungeon. While this is annoying, its also kinda “ho-hum.”

Here’s the description of the Giant Monster Arm borrowed from the old OSR blog American Barbarica (which unfortunately has gone dark). The Wall Master and Giant Monster Arm are essentially the same kind of creature.

Giant Monster Arms are as much dungeon hazard as monster. They reach out suddenly from darkened doorways, alcoves, crevices, and other apertures no less than 5 feet across, always attempting to grab the nearest enemy. Once grabbed, the victim suffers 1d8 points of crushing damage and must make a saving throw or risk abduction into theMythic Underworld. If the saving throw fails, roll 1d6 and consult the following:

1-2: Victim suffers an additional 1d8 damage and is dropped.
3-5: Victim is drug through the aperture into darkness, only to reappear dazed and confused 1d4 rounds later in a randomly determined area of the dungeon. 
6: Victim disappears into the Mythic Underworld, never to be seen again. Roll 3d6 six times...
Giant Monster Arms appear as arms only. No one has ever seen the body to which one is attached. Indeed, some scholars believe they have no body, and that they are in fact an extension of the dungeon itself. This is of course a ridiculous notion and several dungeon expeditions are currently being planned to repudiate such annoying beliefs.

V is for Volcano Lotus--Super Mario Brothers


Climate/Terrain: Any barren/hills
Frequency: Uncommon
Organization: Solitary or Group
Activity Cycle: Daytime
Diet: None
Intelligence: Non-(0)
Treasure: Q
Alignment: Neutral
No. Appearing: 1d3
Armor Class: 7 [13]
Movement: 0
Hit Dice: 4
Thac0 [Bonus to Hit]: 17 [+3]
No. of Attacks: Special
Damage/Attack: 1d10
Special Attacks: See below
Special Defenses: Immune to Fire
Magic Resistance: None
Size: M
Morale: Steady (11-12)
XP Value: 650

A volcano lotus is strange medium-size flower the size of a large bush that spits balls of lava into the air. No one knows why this flowers exist as they seem to convert solid rock and earth into magma every 1d3 rounds when creatures approach within 60 feet.

For each creature, the lotus spits a ball of a lava, making an attack roll for each. If a lava ball hits  its target, the target must save versus breath weapon or catch fire, taking 1d6 damage each round until the flames are put out. A lava lotus gets a +2 bonus to hit creatures within 20 feet.

If killed, a volcano lotus immolates itself. Creatures within 5 feet must save versus breath weapon or take 1d10 damage and also catch fire. Up until that point it is immune to both magical and non-magical fire.

Those sifting through the ashes will discover 1d4 gems.


U is for Ultros--Final Fantasy III (SNES)


Climate/Terrain: Any water

Frequency: Unique
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: High (13-14)
Treasure: H, Z (only in lair)
Alignment: Neutral Evil
No. Appearing: 1
Armor Class: 6 [14]
Movement: 6” (Swim 16”)
Hit Dice: 8 (hp 60)
Thac0 [Bonus to hit]: 13 [+7]
No. of Attacks: 6
Damage/Attack: 1d6 (x6)/2d6
Special Attacks: Spells
Special Defenses: Regeneration
Magic Resistance: 50%
Size: L (12’ across)
Morale: Steady (11-12)
XP Value: 10,000

Ultros is an intelligent purple octopus-like creature that has the personality of a lecherous old man. His motives are often an enigma, showing up when least expected. He was first seen attacking adventurers in a river delta. Another time he attacked an opera house. Ultros was last seen selling tickets to a gladiatorial area where adventurers pit themselves against supernatural horrors.

Ultros attacks with six tentacles, using his other two to anchor himself. Each tentacles does 1d6 damage. If hit, opponents must save versus breath weapon or be grabbed by a tentacle and be pulled toward Ultros’s mouth. The tentacle’s grip with an 18/20 strength. Each tentacle has 10 hit points to severe and release an opponent. Ultros can also bite for 2d6 damage.

Ultros can spray a cone of black ink 60 foot long, toward opponents on land who must save versus breath weapon or be blinded for 1d3+1 rounds. In water, this ink produces a cloud 40 height by 60 feet wide by 60 feet long with obscures vision.

He also has the following spell-like abilities: haste, confusion, and Melf’s acid arrow. He can also regenerate 3 hit point per round, but takes double-damage from fire attacks. 

If reduced to 30 hit points or less, he retreats or somehow has an obscure death to return to attack the PCs in the future.


Sunday, April 27, 2014

T is for Tektite: The Legend of Zelda


Climate/Terrain: Badlands  
Frequency: Uncommon
Organization: Group
Activity Cycle: Day
Diet: Omnivore
Intelligence: Semi- (2-4)
Treasure: Q
Alignment: Chaotic Evil
No. Appearing: 1d8+1
Armor Class: 4 [16]
Movement: 9” or 12”
Hit Dice: 1 or 2
Thac0 [Bonus to Hit]: 19
No. Of Attacks: 1
Damage/Attack: 1d6
Special Attacks: Jump Attack +2 to hit
Special Defenses: None
Magic Resistance: None
Size: M
Morale: Average (8-10)
XP Value: 15 or 35

Red and blue tektites resemble one-eyed spiders with four legs and crustaceous-like body. They move about by constantly jumping.  When they see an enemy or prey, they jump up to double their movement into the air, gaining a +2 charge bonus to hit with their bite attack.

They collect no treasure of their own. If killed and their shell’s pried open, they will always contain gems.

Some sages speculate that tektites came from a falling star that landed somewhere in the Eastern badlands about four hundred years ago. The first reports of tektite attacks began just after that time.


Friday, April 25, 2014

S is for Slime--Dragon Warrior


Climate/Terrain: Any 
Frequency: Common
Organization: Group
Activity Cycle: Day
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: J, K, M
Alignment: Neutral 
No. Appearing: 1d8
Armor Class: 8, 6, or 2 [12, 14, or 18]
Movement: 9”
Hit Dice: 1, 2 or 5
Thac0 [To Hit Bonus]: 19, or 17 [+1 or +3]
No. of Attacks: 1
Damage/Attack: 1d4, 1d8, or 1d12
Special Attacks: None
Special Defenses: None
Magic Resistance: None
Size: S
Morale: Steady (11-12)
XP Value: 15, 35, or 175

Blue, Red, and Metal Slimes appear as large droplets of gelatin with a cartoonish looking face. They move by bouncing around at high speeds. Their main attack is bouncing and touching a creature with their acidic bodies, doing damage according to their type, eating away non-metallic objects. After killing a humanoid creature, it will absorb the creature's face to replace its old face, giving it powers of rudimentary speech and sight. It has to absorb a face every two weeks or otherwise its internal acids will destroy it, making it blind and speechless.

If killed, their acids go inert. They taste like Jello and, like Jello, have little nutritional value.

Blue Slimes are the most common of all of the slimes. They have 1 Hit Die and do 1d4 damage with their touch. 

Red Slimes are bit stronger than the Blue Slimes. They have 2 Hit Dice and do 1d8 damage.

Metal Slime is the most powerful of the slimes, composed of a metallic-like gel that is hard to damage. They have 5 HD and do 1d12 damage per attack.  



R is for Rhinotaur--Final Fantasy III (SNES)


Climate/Terrain: Temperate
Frequency: Uncommon
Organization: Family
Activitiy Cycle: Day
Diet: Carnivore
Intelligence: Semi- (2-4)
Treasure: A
Alignment: Neutral Evil
No. Appearing: 1d6
Armor Class: 4 [16]
Movement: 12”
Hit Dice: 5
Thac0: 17
No. of Attacks: 3
Damage/Attack: 1d8/1d8/1d10
Special Attacks: Gore, +2 to hit
Special Defenses: None
Magic Resistance: 30%
Size: L (8’+ tall)
Morale: Average (8-10)
XP Value: 420

A Rhinotaur is a strange enchanted creature that resembles a humanoid mixed with a rhino, covered in thick plates of hide. It attacks with its massive claws and horn with a +2 to hit because of its strength.

If Rhinotaur charges into combat and hits with his horn, it does an additional 1d10 damage.

Rhinotaurs may not be intelligent, but they are evil creatures. Often, they serve as guardians to masters who provide them with fresh meat. 

Sunday, April 20, 2014

Q is for "Q"--Star Trek

Since I couldn't find a decent monster from classic video games I played back in the day, here's "Q" from the Star Trek franchise to annoy your players. 


From Wikipedia
Climate/Terrain: The Final Frontier 
Frequency: Unique
Organization: Solitary
Activity Cycle: When you least expect him
Diet: Jerking PCs around
Intelligence: Godlike (21+)
Treasure: Yes and No
Alignment: Beyond Good and Evil
No. Appearing: 1
Armor Class: It doesn’t matter
Movement: Infinite
Hit Dice: Whatever Q wants
Thac0 [Bonus to hit): If you understand Thac0, then you’ve evolved
No. of Attacks: The number of angels dancing on the head of a pin
Damage/Attack: Absolute Frustration
Special Attacks: All
Special Defenses: All
Magic Resistance: It isn’t magic you neanderthal.
Size: E = mc2
Morale: Shakespeare Quotes
XP Value: Learning about your own humanity is experience enough.

If Q shows up in a D&D campaign, not only is it indicative that the DM has gone crazy, but the players must have done something to piss the DM off.

Roll 1d10 to determine Q’s (secret) motive:
1. Putting all of humanity on trial as brutal savages. A single human character must represent all             of humanity and pass a certain test by figuring out how two strange lifeforms mate.
2. Vest one of the characters with near-omnipotence for a day, just to see what happens.
3. Test a character’s pride by teleporting him, along with the rest of the group, to encounter the             Borg. The character must ask for help once half the group is dead.
4. Help the PCs better understand the balance of order and chaos within themselves through a
            series of flashbacks that take place after they’ve somehow died. Q is imitating God. But             whole sequence ends up being just a dream.
5. Help a life form trapped inside a gem one of the PCs is carrying enter a wormhole, then chide             the PCs for not understanding what was going on in the first place.
6. Q has fallen in love with one of the female characters, asking her to have his child, thus giving             the DM an excuse to make advances toward one of his players.
7. The PCs must figure out some strange anti-time paradox that prevents evolution on their world             from happening.
8. Get a character to chide an intelligent Black Pudding for devouring another character.
9. Teach the players themselves proper hygiene and social etiquette.
10. Convert the PCs to 4e (or another system of the DM’s choice).




P is for Pikit--The Legend of Zelda: A Link to the Past


Climate/Terrain: Any Temperate 
Frequency: Uncommon
Organization: Solitary
Activitiy Cycle: Usually Day time
Diet: Character’s Equipment
Intelligence: Animal (1)
Treasure: None
Alignment: Neutral
No. Appearing: 1
Armor Class: 8 [12]
Movement: 6”
Hit Dice: 3
Thac0 [Bonus to Hit]: 17 [+3]
No. of Attacks: 1
Damage/Attack: Special
Special Attacks: See below
Special Defenses: None
Magic Resistance: None
Size: M
Morale: Steady (11-12)
XP Value: 65

The Pikit is an pesty flower-like entity whose sole purpose is to eat the items of player-characters. Whenever a character gets within 50 feet of a Pikit, the Pikit opens its flower-like mouth and lashes out with a vine, targeting any hand-held items a character is holding. The character then must save versus breath weapon of have the item yanked from his hand and immediately pulled into the the Pikit’s mouth where powerful enzymes will destroy it within 1d4+1 rounds.

Characters killing the Pikit before the digestion occurs can recover the item, though it might not be usable (DM’s discretion). 
Related Posts Plugin for WordPress, Blogger...