A lakitu flies around on an enchanted cloud, dropping beetles on enemies (treat as fire beetles with spiked shells that do 1d6 damage if a character is hit by a falling beetle or falls on one).
Saturday, April 12, 2014
K is for Koopa Troopa--Super Mario Bros.
Activitiy Cycle: Usually Day time
Alignment: Neutral Evil
No. Appearing: 1d4+1
Armor Class: 3 
Movement: 6”, 9”, or 12”
Hit Dice: 1
Thac0 [bonus to hit]: 19 [+1]
No. of Attacks: 1
Special Attacks: See below
Special Defenses: See below
Magic Resistance: None
Morale: Steady (11-12)
Koopa Troopas are medium-sized tortoise-like humanods that can both crawl along the ground and occastionally stand up. They attack with a single bite or by weapon time. When a koopa troopa fails its morale test it hides in its shell, lowering it armor class to 0. After 1d3+1 rounds, it emerges, automatically biting any non-koopa troopa standing next to it.
The color of a koopa’s shell also determines some of their attributes such as movement and intelligence.
A green shelled koopa has a movement of 6” and animal intelligence. They will aimlessly walk off cliffs and fall into pits. But their hard shells keep them from suffering damage.
Koopas with red shells have a movement of 9,” and low intelligence. They have enough sense to walk away from cliffs and are often used to patrol towers and platforms.
These koopas also have low intelligence and a movement of 12.” They will attack nearby enemies.
The yellow koopa is the smartest of the koopa troopa with at least average intelligence and a movement of 12.” They will follow enemies and even develop tactics. Some may even possess levels of fighter (maximum level 5) or even mage (maximum level 5—though they must give up their shells and have an AC 8.
Other varietes of Koopa Troopas
Parakoopas have wings and fly according to their movement rate.
Hammer brothers are a larger koopa that stand upright and have 3 Hit Dice. They attack by throwing hammers at enemies for 1d8 damage. These hammers just magically appear in their hands each round.