Showing posts with label Zygopher. Show all posts
Showing posts with label Zygopher. Show all posts

Wednesday, 27 October 2021

MIMIC

MIMIC

It has been a while since I even looked at converting creatures and beasts from D&D to the Forbidden Lands stat blocks, so this one might be a bit trickier. I have opted not to have a separate WIP as that seemed to take more time than the actual conversion. So I will just work through and edit as I go.

I am using the most recent iteration as my starting point - 5E Mimic stat block. The stats convert easily using my conversion guide, a Mimic doesn't really need WITS or EMPATHY, but it does have a Stealth skill.

Mimics are an early creation Zygopher as part of his initial experimentation with the demon substance of mog. The grafting of an inanimate object and the amorphous form of a lesser demon created monstrous beings that could alter its form, texture and appearance to fool unwary adventurers, acting as hidden guards of Zygophers most valued treasure or artifacts. Of course Mimics can rarely be trained or kept in one place so some took their leave of their creator and now reside in other dungeons, caverns or crypts to await anyone foolish enough to approach.

ATTRIBUTES

STRENGTH 11, AGILITY 1

SKILLS: Stealth 4
MOVEMENT: 1
ARMOR RATING: 2 (tough hide) (takes no damage from acid)
INANIMATE DISGUISE: The mimic can use a fast action to alter its shape into an inanimate object or back into its true, amorphous form. Until the Mimic moves or attacks it is a perfect replica and its deception cannot be spotted by unwitting adventurers. Its statistics do not change. Equipment worn or carried by it is not transformed. 
STICKY: Any object or person that either touches or is touched by a Mimic in their disguised form are held fast by the sticky residue that coats all of its surfaces. Anyone caught is effectively GRAPPLED, as the adhesive substance has a STRENGTH of 3. Alcohol has been known to weaken the hold.
WALL CLIMBER: Due to their adhesive coating Mimics are able to move across walls and ceilings without any issue.

MONSTER ATTACKS

D6
ATTACK
1


PSEUDOPOD SLAP! An elongated appendage reaches out from the object/creature to slap one adventurer within ARM'S LENGTH. Make an attack using 7 Base Dice and Weapon Damage 1 (blunt force).                  If the mimic is in object form, the target is also subjected to its STICKY special ability.
2
SURPRISING BITE! The object contorts to reveal a gaping maw surrounded by jagged teeth, which the thing uses to take a bite out of an adventurer within ARM'S LENGTH. Make an attack using 7 Base Dice and Weapon Damage 1 (slash wound). Any successful attack will also suffer one additional point of acid damage per round for D3 rounds.
3


CRUSHING TENDRILS! A searching pseudopod wraps itself around one adventurer within NEAR range, tightening to crush the very life from them. Make an attack using 6 Base Dice and Weapon Damage 1 (blunt force), the victim is also GRAPPLED. The pseudopod has a STRENGTH of 3 to break free, plus an additional 3 if the creature is currently disguised due to its STICKY ability.
4
RAVENING MAW! If on the Mimics turn any adventurer is unlucky enough to be held in the Mimics CRUSHING TENDRILS! the Mimic will quickly pull them towards it, stretching its waiting mouth in anticipation. The adventurer can attempt to break free from the tendril, as above, but will then be plunged into darkness as the Mimic swallows them whole. The victim will take 1 point of damage each round from digestive juices. A Mimic has no armour on the inside.
5



TONGUE LASHING! Just as the release of the bow string can propel an arrow forward with deadly speed and accuracy, the Mimic releases its tongue muscles, which allows its tongue to spring forward and make multiple stabbing strikes at one adventurer within ARM'S LENGTH. Make three attacks using 5 Base Dice and Weapon Damage 1 (stab wound).
6
WHERE DID IT GO? The mimic lets out a deafening and horrendous and throaty, mucus filled, scream/howl/roar, shaking to spray gastric acid flying. All adventurers within NEAR range suffer a fear attack with five Base Dice and must succeed at a MOVE check or suffer 1 point of acid damage for D3 turns. After all of the pandemonium the Mimic has gone. It has either darted out a nearby door, climbed across the ceiling or otherwise maneuvered to take up a new position in this room or further away. Only adventurers that were not affected by fear and did not attempt to avoid the acid can track the creatures whereabouts.


Wednesday, 27 May 2020

RUST MONSTER

This is the second in my series of conversions of classic D&D monsters.  The Rust Monster is interesting as thematically it seems to fit well with Forbidden Lands, and it is less about inflicting damage on players but more about being a nuisance by degrading weapons and armour.

As usual I have a WIP post that can be found here - Rust Monster WIP

The Rust Monster

Towards the end of the Fourth Alder War Zygopher was becoming desperate, performing many strange and powerful experiments to get any advantage. This hideous hybrid creature was the outcome of one foul experiment, created from combining the essence of insectoids and something else that has never been fully identified.  The creature was engineered for sole purpose of sniffing out Dwarven mines and their treasures littered across the Forbidden Lands as the Dwarves retreated from Zygophers forces.  Zygopher had planned to re-purpose any metal found, or excavated, as the base material to create new weapons and armour for his forces in the war against Alderland.  Unfortunately for Zygopher the rushed experiments failed.
     Instead of just locating metals for its master, the creatures also needed to consume metal for nourishment, and did so with unrestrained enthusiasm.  Although the Order of the Rust Brothers hailed this new creation as potent symbol of their God, and named them Rust Monsters, Zygopher was furious and attempted to cull the ravenous beast before their diet caused mayhem for his troops.  This was one of the few times that the Rust Brothers actively disobeyed Zygopher, releasing these newly created creatures into the wilderness.  They continue to cause disruption to this day, often found feeding in long abandoned mines or dungeons. There are rumours that temples to the god Rust keep these creatures in wooden pens as sacred animals, the rusty chainmail worn by the Rust brothers being “blessed” (slightly touched) by the beast when ordained. Some Rust Brothers even have the creatures as pets, although keeping them contained and fed is a challenge welcomed by few.


ATTRIBUTES
STRENGTH 6, AGILITY 4
MOVEMENT: 2
ARMOR RATING: 4 (natural armor)
IRON SCENT: The Rust Monster can pinpoint, by scent, the location of ferrous metal within SHORT range of it. The Rust Monster will always target the tastiest food source within range, ignoring all others unless attacked. To determine the metal rating of each adventurer combine the Gear Bonus or Armor Rating of all metal weapons, armor or equipment.  Add to this total a value for each coin: gold adds 2, silver adds 1 and copper coins add .5, treasure adds an amount equal to its coin value halved (as treasure has value in its presentation as well as materials).
RUST METAL: Any nonmagical weapon made of metal that hits the Rust Monster corrodes. After dealing damage, the weapon permanently loses a Gear Bonus, the weapon can never be repaired to its full Gear Bonus. Ammunition made of metal that hits the Rust Monster is destroyed after dealing damage.
MONSTER ATTACKS
D6
ATTACK
1


BITE ATTACK! The Rust Monster reacts violently to defend itself from its last attacker, or the closest adventurer, taking a snapping bite with its sharp mandibles Make an attack with six Base Dice and Weapon Damage 1 (blunt force). If the attack hits, the victim must make a MOVE roll or be knocked prone.
2
ANTENNAE SWIPE! The Rust Monsters corrosive antennae stretch out, searching for the nearest source of metal to consume.  Make an attack using four Base Dice.  If the attack hits, each  ⚔️ will reduce the Gear Bonus/Armor Rating of the metallic weapon/armor/equipment by 1. This attack can be parried but the Gear Bonus or Shield Rating will be reduced by up to the original number of ⚔️ rolled, unless a non-metal weapon/shield is used.
3


TAIL BASH! The Rust Monsters large bony tail flicks out, striking the adventurer with the highest metal content within NEAR range.  Make an attack using five Base Dice and Weapon Damage 1 (blunt force). If the attack hits and the victim is wearing metal armor, the Armor Rating is reduced by the number of ⚔️ rolled. This attack can be parried but the Gear Bonus or Shield Rating will be reduced by the original number of ⚔️ rolled, unless a non-metal weapon is used.
4
RUSH THROUGH! The Rust Monster barrels into the nearest adventurer within NEAR range, searching for nourishment.  Make an attack using five Base Dice and Weapon Damage 1 (blunt force).  If the attack hits, the victim is knocked prone. If the victim has the highest metal content that the Rust Monster can detect (see Rust Scent above), they will pin their victim and attempt to feed from them next round, the victim is considered GRAPPLED. If the victim is not the tastiest snack, the Rust Monster will move on to a new victim next round.
5



DISARMING BITE! The Rust Monster attempts to grab the most succulent weapon within NEAR range, targeting the adventurer holding the weapon with the current highest Gear Bonus.  Make an attack using six Base Dice, if the attack hits the creatures mandibles grab onto the weapon reducing Gear Bonus equal to the number of ⚔️ rolled. The weapon will then be pulled from the adventurers grip by using four Base Dice.  The victim may roll MIGHT to oppose this, each ⚔️ rolled will eliminate one ⚔️ from the Rust Monster's roll, this does not cost an action.
6
FEEDING FRENZY! The Rust Monster takes advantage of the overabundance of food within reach, using both its antennae and tail to lick at all adventures within ARM'S LENGTH, tasting any and all metal armor and weapons.  Make each attack using three Base Dice. If any attack hits, each  ⚔️ will reduce the Gear Bonus/Armor Rating of the metallic weapon/armor/equipment by 1. Each attack can be parried but the Gear Bonus or Shield Rating will be reduced by up to the original number of ⚔️ rolled, unless a non-metal weapon/shield is used.



SANDPUFFER (from The Halls Untoward)

All Monster Names and Descriptions are taken from  The Halls Untoward  by Michael Prescott et. al. which is licensed under the  Creative Com...