Showing posts with label conversion. Show all posts
Showing posts with label conversion. Show all posts

Tuesday, 22 February 2022

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 Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

SANDPUFFER (The Halls Untoward YZE Bestiary) 

The Sandpuffer is a slurry of sand, mud, and sewage from a bygone age. It consumes sand greedily through its pores, growing  larger with each grotesque intake. Anyone disturbing it will be blasted violently with a spout of sand strong enough to rend flesh from bone. After a volley, it will dwindle and retreat. Weapons  do half damage to the Sandpuffer. Lightning turns it to glass. It is vulnerable to water when it dwindles, which will dissolve it. If  dissolved, it bears a precious crystal gizzard.

Designers note: this was another tricky one as the description is quite brief, and the main creature description leaves out some wordy details that are present in the room description (see room 44). I was desperately trying not to turn it into the sand man from Spiderman 3 but I did have to be creative to get the number of attacks up to six. If you have any thoughts on the attacks please leave comments below.


ATTRIBUTES

STRENGTH 6 to 50 (see below), AGILITY 4

MOVEMENT: 2
ARMOR RATING: 0 (weapons do half damage)
DWINDLING: If the Sandpuffer is reduced to a STRENGTH of 3 or less it will immediately move swiftly as a small sandstorm, leaving the current zone to seek more sand to absorb from a nearby area. A bucket of water thrown at a Sandpuffer in this state will dissolve it completely.
SAND GLUTTEN: The Sandpuffer absorbs sand and grit from the local environment, growing as it does so, increasing its STRENGTH by D6 at the start of each round as it does so. Each SAND BLAST! attack it carries out uses up the newly acquired sand, reducing its STRENGTH by 2 for each blast attempted.

MONSTER ATTACKS

D6
ATTACK
1


SAND BLAST!  The Sandpuffer attacks one adventurer within SHORT range with a powerful blast of abrasive sand. Make an attack using ten Base Dice and Weapon Damage 2 (stab wound). The victim is also knocked prone. This attack can be parried with a shield.
2
SHARED SPACE! The Sandpuffer moves suddenly to occupy the same space as one adventurer within NEAR range, engulfing their victim in sand and mud. The adventurer must succeed at a Move skill check or be forced to resist the effects of DROWNING, and be trapped inside the creature until they succeed at a Move skill test.
3

SOMETHING IN THE EYES! A stream of gritty sand pours forth from the Sandpuffer, targeting the fragile eyes of one adventurer within NEAR range. Make an attack using eight Base Dice and Weapon Damage 2 (stab wound). If the victim fails a Move skill check, their eyes are sprayed with stinging sand, making it impossible to see. For D6 rounds the adventurer must act as if in DARKNESS. This attack can be parried with a shield.
4
STUCK IN THE MUD! Ancient sewage seeps from the creature, under and over the feet of an unlucky adventurer within ARM'S LENGTH. Make an attack using seven Base Dice opposed by the adventurer's Move Skill. If the adventurer fails they are caught by the putrid sludge and held fast, unable to make Slow Actions until they BREAK FREE by succeeding at a Might skill check. Also, due to the ancient stench, the adventurer immediately suffers 1 point of damage to EMPATHY and the same each round until free.
5



SAND FALL! The creature rears up and then fully collapses over one adventurer within NEAR range, battering them with sand and congealed mud. Make an attack using eight Base Dice and Weapon Damage 1 (blunt force). This attack can be parried with a shield. If the creature has more than 12 STRENGTH, they can fall on up to 3 adventurers and cover all in choking sand. Anyone victim hit also begins to DROWN until they break free.
6
GLEAMING DISPLAY! As the Sand Puffer absorbs the sand from the surrounding area and grows to an impressive size (over 25 STRENGTH), the static charge built within it creates a sparkling and mesmerizing display of coruscating light patterns, which suddenly turns sinister as the creature begins to move towards any adventurers between it and the exit. Make a fear attack using eight Base Dice. It will travel through them in its next turn, if they are unable or unwilling to move aside.


All Monster Names and Descriptions are taken from The Halls Untoward by Michael Prescott et. al. which is licensed under the Creative Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

ROCK WORMS (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 Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

ROCK WORMS (The Halls Untoward YZE Bestiary) 

One to two feet in length, these worms burrow through rock at a glacial pace. Flesh provides less resistance, and an unwary travelled can quickly vanish if caught in the path of a migrating knot.

Designers note: A very brief description and not much else included in the dungeon about these creatures. It make sense to have them as a swarm, as they are relatively small but I need to take into account that they chew through rock. The attacks are limited as they are more a nuisance than a threat.


ATTRIBUTES

STRENGTH 4-14, AGILITY 1

MOVEMENT: 1
ARMOR RATING: -
KNOT: Rock Worms attack as a group, their strength is equal to the number of worms in the current knot. A single attack can't inflict more than 1 point of damage to the knot of worms.
BITE: Base Dice equal to current STRENGTH, Weapon Damage 1 (slash wound)
 

All Monster Names and Descriptions are taken from The Halls Untoward by Michael Prescott et. al. which is licensed under the Creative Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.


PSEUDOSCION (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 Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

PSEUDOSCION (The Halls Untoward YZE Bestiary) 

The pseudoscions created by the apparatus in Room 63 are somewhere between homunculi and children. They appear as humanoids with black eyes, skin like clay, and a prehensile tentacle  sprouting from each shoulder-blade. Their facial features bear an  unmistakable resemblance to their blood “parent.”

Pseudoscions  start off as infants, but age at the rate of one year per hour - so  after ten hours, a pseudoscion looks like a ten-year-old. They  must eat an enormous meal of red meat at the five hour mark and  every ten hours thereafter, or perish. It will die after 80 hours of old age. If the parent is around at the birth, the pseudoscion  imprints and reacts much like a normal child. If born alone,  the pseudoscion will hunt for its parent, as well as for food.

If treated badly, the pseudoscion will be a relentless foe for its brief life. If treated like a son or daughter, the pseudoscion can be a useful ally, generally fighting loyally and ferociously once it is  old enough to do so. It will go through a rebellious, questioning phase around 15 hours, and after 65 hours or so it will need to be taken care of in its old age.

Designer's note: This was a lot of fun to work on. You will see the attacks have followed a pattern that matches the maturity of the pseudoscion, as it matures some attacks may become more suitable than others but all should be useable at all stages of its life cycle. I picture these like baby/teenage Groot from Guardians of the Galaxy, but that is just my interpretation the original designer may have had something different in mind. The one attack that felt out of place a bit was the tentacle attack, but as they have them it made sense to use them.

ATTRIBUTES

STRENGTH 1 to 6, AGILITY 4, WITS 1  to 4, EMPATHY 1 to 4

SKILLS: Melee 2
MOVEMENT: 2
ARMOR RATING: 2 (clay skin)
RAPID AGING: Due to the pseudoscions rapid growth their STRENGTH, WITS and EMPATHY attributes all start at 1. Their STRENGTH attribute increases by 1 every three hours, to a maximum of 6 (15 hrs old). WITS and EMPATHY each increase by 1 every 20 hours, to a maximum of 5 (80 hrs old). 
OLD AGE: After 65 hours of life a pseudoscions STRENGTH and AGILITY attributes drop by 1, and then reduce by 1 every 5 hours thereafter. At 80 years of age the psuedoscion lives no more.
RANDOM PSEUDOSCION: To randomly determine a pseudoscion's age roll D8 -1 for the tens and then roll a D10 for the units (10 counts as 0). From there you can work out the attributes. (eg. the D8 rolls a 4, that means the creature is in its 30s (4-1), the D10 rolls a 5. They are 35 with a STREGTH of 6, AGILITY 4, WITS and EMPATHY are both 2.

MONSTER ATTACKS

D6
ATTACK
1


ANKLE BITER! The juvenile pseudoscion rushes across the ground and bites one adventurer within NEAR range with its forming clay teeth. Make an attack using five Base Dice and Weapon Damage 1 (slash wound).
2
TEMPER TANTRUM! The growing pseudoscion allows all of its frustration to rise to the surface, it balls its fist, stamps its feet and lets out a piercing and continuous cry. This immediately disturbs any adventurer within SHORT range, causing a fear attack using seven Base Dice.
3

DON'T THROW THAT! The naughty pseudoscion grabs the nearest available object and whilst letting out a screaming giggle, throws it at one adventurer within NEAR range. Make an attack using six Base Dice and Weapon Damage 1 (blunt force). This attack can be parried with a shield.
4
CALM DOWN! The pseudoscion targets one adventurer within ARM'S LENGTH with their hormonal rage, and with a frustrated grunt starts to pummel their unlucky target with ferocious punches and kicks. Make three attacks using six Base Dice and Weapon Damage 1 (blunt force). These attacks can be parried with a shield.
5



SOLID PUNCH! The growing pseudoscion plants its two feet squarely on the ground and puts all of its strength into a solid punch, targeting one adventurer within ARM'S LENGTH. Make an attack using eight Base Dice and Weapon Damage 2 (blunt force). This attack can be parried.
6
TENTACLE STRIKE! The pseudoscion strikes out with its two prehensile tentacles, violently stabbing up to two adventures within ARM'S LENGTH. Make an attack using eight Base Dice and Weapon Damage 1 (stab wound). If there is only one target, they are unfortunately targeted twice.

All Monster Names and Descriptions are taken from The Halls Untoward by Michael Prescott et. al. which is licensed under the Creative Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

Monday, 21 February 2022

DUNGEON BARNACLE/CIRRIPEDE (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 Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

DUNGEON BARNACLE/CIRRIPEDE (The Halls Untoward YZE Bestiary) 

Dungeon Barnacles, or Cirripedes, are cave/ underdark/ under world/ underwhathaveyou creatures that ooze a mild form of acid.  They use this acid to dig into stone and rock, where they shut themselves off from the world with a stone gate. If something passes by, they open up this gate and attack it with tentacles,  attempting to strangle or bash it to death, before dragging it inside where it can be digested (they dissolve food outside the body before absorbing nutrients through the skin). 

If a Cirripede is killed and dragged out of its hole, it is up to the  GM to describe what it looks like. Every Cirripede looks different,  as they grow flesh reactively to what portions of stone are dissolved first (in many ways, they are more like plants than animals). 

“Larval” Cirripedes are grown in clutches of eggs (worth a pretty  penny to alchemists or wizards, if you feel like rewarding the  players for the kill) in their parent’s folds. They are asexual, and  upon birth drag themselves not too far away like octopi stranded  on land, where they find soft stone and dissolve their way into it.  Young Cirripedes eat rats, bats, and other little beasts – adult  ones will sometimes survive for months slowly dissolving and  eating the single corpse of something larger, like a Cave Troll or  Giant Spider. 

Designer Note: It was quite tricky coming up with six full attacks for this creature as it seemed limited to mainly just using tentacles, which have been explored a lot in the Servants of Memory book. Hopefully I have made the attacks interesting and fun for GMs to throw at players. I also didn't want the creature to be too powerful as I see this as more of just a nuisance for adventurers instead of a major threat.


ATTRIBUTES

STRENGTH 12 + D6+4 (tentacles), AGILITY 1

SKILLS: Stealth 8
MOVEMENT: 1
ARMOR RATING: 8 (stone protection)
ACIDIC SKIN: The main body of the Cirripede is coated in a mild acid. If touched by naked flesh this will immediately cause 1 point of damage (non-typical).
HIDDEN: A Cirripede is always considered hidden until they attack, and always get a surprise attack in the first round of combat.
SELF-PRESERVATION: If the Cirripde takes more than half its STRENGTH in damage it will retreat into its hole, sealing itself in. The only way to then attack this creature would be to destroy the barrier it has constructed in front of it.
TENTACLE WEAKNESS: Although the main body of the Cirripede is protected by a rock gate, their tentacles are somewhat fragile and only have a light covering of stone as protection. Targeting a tentacle directly has a -2 penalty to hit but their Armour Rating drops to 3. Each Tentacle takes a maximum of 1 damage and then is removed. If all tentacles are removed the Cirrepede will spit acid (see below) and will retreat behind its stone protection.

MONSTER ATTACKS

D6
ATTACK
1


TENTACLE BASH!  A prehensile tentacle flexes and then pummels one adventurer within NEAR range. Make an attack using seven Base Dice and Weapon Damage 1 (blunt force). If the victim is hit they are knocked prone.
2
SUBMISSION STRANGLE! A single tentacle snakes out to wrap around the throat of one adventurer within NEAR range. Make an attack using six Base Dice and Weapon Damage 1 (blunt force). If hit, the victim is GRAPPLED and takes 1 point of damage each round until they BREAK FREE.
3

PICK N MIX FRENZY! A flurry of tentacles burst forth, frantically slapping any adventurer within ARM'S LENGTH. Make an attack using five Base Dice and Weapon Damage 1 (blunt force).
4
STINGING STONE! Using the tips of its tentacles the Cirripede flings small splinters of stone in all direction, striking anyone within NEAR RANGE. Make an attack using five Base Dice and Weapon Damage 1 (stab wound). This attack can only be parried by a shield. Due to having to protect their eyes rom the stone splinters, all adventurers within range suffer a -2 penalty to their next attacks.
5



TENTACLE TRIP! A searching tentacle wraps around the ankles of an adventurer within NEAR range, then they have their feet pulled out from under them. Make an attack using six Base Dice, damaging AGILITY. If hit, the unlucky visit is also knocked prone and takes 1 point of damage to STRENGTH (blunt force).
6
ACID DEFENCE! If the stone protection in front of the Cirripede has been broken by adventurers, as a last ditch defense, the creature will spit a nasty gobbet of acid at anyone within ARM'S LENGTH. Make an attack using four Base Dice and Weapon Damage 1 (non-typical), the acid will continue to cause 1 point of damage for D3 rounds.


All Monster Names and Descriptions are taken from The Halls Untoward by Michael Prescott et. al. which is licensed under the Creative Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

Saturday, 12 February 2022

DREAD REAVERS (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 Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

DREAD REAVERS (The Halls Untoward YZE Bestiary) 

These monsters are semi-corporeal wraith-like creatures that are drawn to the warmth of mortal beings. These creatures are souls who have been twisted by the vile and illegal magics harnessed by the evil cabal of wizards. They will claw at mortals or try to suck the warmth out of them. Creatures without flesh or heat, such as constructs and undead will be ignored by a Dread Reaver. 


ATTRIBUTES

STRENGTH 12, AGILITY 4, WITS 4, EMPATHY 3

MOVEMENT: 1
ARMOR RATING: Dread Reavers are incorporeal and can only be hurt by fire or magic. If defeated they will return in a Quarter Day unless banished with the PURGE UNDEAD spell.
INCORPOREAL: As an incorporeal being a Dread Reaver can move through any obstacle unimpeded.

MONSTER ATTACKS

D6
ATTACK
1


CLAW STRIKE! A ghostly hand reaches out, its wicked claws piecing the flesh of one victim within ARM'S LENGTH. Make an attack using nine Base Dice and Weapon Damage 2 (stab wound).
2
COLD CARESS! With a seemingly loving caress the Dread Reaver places its hands on the face of an adventurer within ARM'S LENGTH, leaning in it begins to inhale the warm breath and soul of its victim. Make an attack using eight Base Dice and Weapon Damage 1 (non-typical). The victim is also GRAPPLED and becomes COLD, taking one point of damage each subsequent round until the BREAK FREE.
3

SOUL SEARCHING! The horrific countenance of the Dread Reaver stares straight into the soul of one unlucky adventurer within NEAR range. Make a fear attack using eight Base Dice,
4
PASSING THROUGH! The Dread Reaver's incorporeal form passes through one adventurer within NEAR range, infusing its victim with the chill of their undead existence. Make an attack using eight Base Dice, damaging EMPATHY and immediately making the victim COLD.
5



MANIC STRIKE! The Dread Reaver's pent up aggression explodes in a violent display of slashing claws, striking at up to three adventurers within ARM'S LENGTH. Make an attack using seven Base Dice and Weapon Damage 1 (slash wound)
6
SCREAM OF THE DEAD! A demented scream resonates from deep within the Dread Reaver, the terrible sound haunting all adventurers within SHORT range. Each adventurer suffers a fear attack with six Base Dice.

All Monster Names and Descriptions are taken from The Halls Untoward by Michael Prescott et. al. which is licensed under the Creative Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

Wednesday, 3 November 2021

GELATINOUS CUBE

 GELATINOUS CUBE

This will probably be my last old school conversion for a while as I think I have covered the main requests from the community and I have some other ideas to keep me busy, and I have some ideas for some new content that I will start working on over the coming weeks. I hope you have enjoyed this look at how D&D mainstays translate to Forbidden Lands. Let me know your thoughts in the comments below.

Many moons ago I did some work helping to convert a Black Pudding, so I may recycle some of that work - https://forum.frialigan.se/viewtopic.php?f=79&t=5100&start=30

I am using the most recent iteration as my starting point - 5E GELATINOUS CUBE stat block. The stats convert easily using my conversion guide, a GELATINOUS CUBE doesn't really need WITS or EMPATHY, and only uses its STEALTH skill to remain hidden.

Gelatinous Cubes are always only found in dungeons or subterranean passageways, the creatures attacks are tailored to this environment. I like the idea of this being one of the most dangerous creatures, as per the previous editions, so I have added back its paralyzing poison special ability from editions prior to 5th. If this proves to be too powerful for your group, feel free to drop the poison from all attacks.

There was an interesting suggestion on the fb post of the gelatinous cube getting a taste for a specific adventurer and following them no matter where they go until either they are digested or the cube is defeated. Whilst I really like this idea I think it fits more as flavour, and can be used by any GM to maintain the threat of this classic monster.

If you have ideas for other attacks, questions,or spot any typos or errors, please comment below.

The gelatinous cube is the byproduct of the demon incursion into the Forbidden Lands, originally of demon origin used to cleanse the demon realm of detritus, their shape and substance transformed as they came into contact with the mix of natural that everyday kin task for granted. With an aversion to open spaces, the newly reformed cubes sought refuge in dungeons and caves where they could continue their primal instincts of digesting everything in their path, inanimate or adventurer.

ATTRIBUTES

STRENGTH 15, AGILITY 1

SKILLS: Stealth 5
MOVEMENT: 1
ARMOR RATING: 0 (only takes 1 damage from pointed or blunt weapons)
OOZE CUBE: The cube fills its whole space and cannot be passed. If someone enters this space they enter the creature and suffer the full effects of the ENGULF! attack. A creature within ARM'S LENGTH of the cube can attempt to pull a creature or object out of the cube, by making a successful MIGHT check. If their arm is not completely encased in metal armour they will immediately take 1 damage from the cube's acidic interior, and must resist against a paralyzing poison with Potency 10.
TRANSPARENT: Until a gelatinous cube moves it is very hard to spot. Any adventurer within NEAR range of the cube must succeed at an opposed SCOUTING roll to notice the creature. This may be affected by any bones, equipment or treasure currently floating within the cube. Because of this the cube will generally get in a surprise attack at the start of any attack any combat.
BLINDSIGHT: A cube can sense the movement of any creature within SHORT range, however they cannot sense anything beyond this range.

MONSTER ATTACKS

D6
ATTACK
1


PSEUDOPOD LUNGE!  A watery pseudopod reaches out to grab one adventurer within NEAR range. Make an attack using 5 Base Dice and Weapon Damage 1 (blunt force), the adventurer is GRAPPLED and lifted from the ground. (STRENGTH 5 to BREAK-FREE). If not completely encased in metal armour they will also immediately take 1 damage from the cube's acidic interior, and if they have take STRENGTH damage must resist against a paralyzing poison with Potency 10.
2
ENGULF! The cube surges forward, using its bulk to fill the passageway to engulf any adventurers unlucky enough to be in its way. All adventurers in front of the creature and within ARM'S LENGTH must succeed at a MOVE roll or be sucked into the cube's jelly like interior. Any adventurers that are unsuccessful take 1 point of damage from acid, must resist a paralysing poison with Potency 10, are GRAPPLED, and immediately start to drown. They also take 2 points of acid damage each round whilst inside the creature. Any adventurer that remains awake whilst surrounded by the digestive substance can attempt to BREAK-FREE against a STRENGTH of 6. Anyone that successfully makes the Move roll can retreat to NEAR range.
3

TASTING PSUEDOPOD! Many small slimy psuedopods stretch from the body of the cube, testing the environment ahead, searching for potential prey. All adventurers within ARM'S LENGTH suffer an attack using 4 Base Dice and Weapon Damage 1 (blunt force). If not completely encased in metal armour they will also immediately take 1 damage from the cube's acidic interior, and if they take STRENGTH damage must resist against a paralyzing poison with Potency 10.
4
JELLY DISCHARGE! Around the base of the creature a puddle of ooze begins to form, seeping towards the feet of any unwary adventurer. Each adventurer within ARM'S LENGTH must first succeed at a SCOUTING check to notice the exuded substance and then a MOVE check to step out of its way. If any adventurer fails either roll they immediately take 1 point of acid damage and if they take STRENGTH damage must resist against a paralyzing poison with Potency 10. Metal armour will fully protect against the acid. This puddle remains until the cube next moves forward.
5



WHAT FATE AWAITS! With sickening realisation each adventurer fully comprehends the end that awaits them if the gelatinous cube successfully engulfs them within its jelly-like bulk, a numbed death of either acid erosion or drowning as the creature digests them. All adventurers within SHORT range suffer a fear attack using five Base Dice. 
6
INDIGESTIBLE PROJECTILE! Something the cube has previously engulfed has been found to be wholly indigestible, the cube has opted to eject it to make space for one of the adventurers. Make a ranged attack against one adventurer within NEAR range using 4 Base Dice and Weapon Damage 1 (stab wound). Roll a d6 to determine the object; 1: D8 silver coins, 2: A short sword, 3: A broken femur, 4: A sharp rock, 5: A Great Helm, with a pointed crest, 6: D6 Gold Coins. This attack can be parried with a shield.

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.


Sunday, 24 October 2021

GIANT SPIDER (not quite but nearly finished)

 GIANT SPIDER

Giant Spiders come in a variety of forms depending of their nature, are they just enlarged spiders, prehistoric monstrosities or demons from another dimension?

The traditional Giant Spider Attacks are listed in attack 1 and 2, and other suggestions have been added to give a full list of six attacks. Special thanks to Brian Leybourne and an Unknown commentor for their suggestions.

ATTRIBUTES

STRENGTH 6, AGILITY 5

SKILLS: Stealth 4, Scout 4
MOVEMENT: 1
ARMOR RATING: 2
SPIDER CLIMB: The spider can climb difficult surfaces, including upside down on ceilings, and ignores movement restrictions caused by webbing.
WEB SENSE: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Stepping over a web without touching it requires a MOVE roll.

MONSTER ATTACKS

D6
ATTACK
1


BITE! The hideous arachnid uses its sharp edged jaws to bite one adventurer within ARM'S LENGTH. Make an attack using 7 Base Dice and Damage 1 (slash wound). 

2
WEB SHOOT! The spider shoots its sticky web at one adventurer within SHORT RANGE. Make an attack using 7 Base Dice, if the attack its the victim is GRAPPLED and pulled one range closer to the spider each round. The webbing has a STRENGTH of 6.

3


PARALYZING BITE! As the BITE! attack above but if the attack does damage the adventure must also resist a paralyzing poison with Potency 6
4
LEAP! The large creature springs from its current position, leaping on one adventurer within SHORT RANGE. Make an attack using 6 Base Dice, if the attack is successful the victim is knocked prone.


5



COCOON! Using its two front legs the spider reaches out to grab the nearest paralyzed adventurer within ARM'S LENGTH. Make an attack using 6 Base Dice. If the attack succeeds the adventurer is pulled under the creature where it starts to wrap them in its smothering web. In the next turn the victim begins to DROWN. The webbing has a STRENGTH of 6. If no adventurer is suitable re-roll the attack.

6
SPIDER SPAWN! The spiders extended egg sac pulses and disgorges 1D12 eggs at its current location. The eggs are quite fragile and have a STRENGTH of 3. In the each following round 1d6 of the baby spiders will hatch and rush towards any adventurer within NEAR RANGE. The baby spiders are harmless on their own with only 1 STRENGTH and 2 AGILITY, but immediately form a swarm that attacks with a total STRENGTH equal to the size of the swarm. Any attack against the swarm will only kill one creature.

Thursday, 9 July 2020

Giant Spider WIP

Giant Spider

The Giant Spider is a mainstay of fantasy fiction, with one of the most famous depictions being Shelob from Lord of the Rings, that very nearly ended the quest for our brave Hobbit. I am sure that some of that depiction will influence my design decisions.

For this beast I have had to change my online source for the 5E spider stats, go here to see what the beast looks like in the current version of D&D - 5E Giant Spider

I will again rely heavily on my conversion formulas found here as a spreadsheet - 5E to Fbl conversion guide.

STEP 1: STRENGTH - As ever the first question, Is it a Monster? Categorically Yes! So we use the HP multiplier to determine Forbidden Lands Strength. 4d10+4 = 4x1.25+Constitution Modifier of +1= 6, which is pretty low for something this legendary.  It also doesn't have any immunities or resistances, so the Strength isn't modified further.

STEP 2: AGILITY - Agility is easy, just convert the Spider's Dexterity of 16 to a Fbl Agility of 5, it is an agile critter.

STEP 3: WITS AND EMPATHY - It doesn't need Wits or Empathy as its only semi-intelligent.

STEP 4: SKILLS - This is the first monster to have skills listed. It has a Stealth of 7, in D&D this would be made up of a proficiency and its Dexterity Modifier. In my conversion document I have listed all of the 5E skills and their Fbl counterpart, Stealth converts to Stealth, just subtract the Dex Modifier as this will be added to the creatures Agility in play. 7-3=4, so Fbl Stealth = 4.

It also has Passive Perception which would use its Wisdom Modifier, so look up the Base Dice increase of the Wisdom Attribute of 11 to convert to WITS of 4.

STEP 5: MOVEMENT - Speed/30 = 30/30 = 1, if its climb speed was different I would add that as well but this ability will be covered as a special ability.

STEP 6: ARMOR RATING - Looking at the 5E armor ratings (and Formulas), this gives me a number of options. The Spider has a Natural Armor of 4, and this either includes all, some, or none of its Dex Modifier of 3, depending on how tough I think it is. Which would give me possible Armor Ratings of 1 (14-10-full Dex Modifier) or 2 (14-10-Max Dex modifier of 2), or 4 (14-10, no Dex modifier included). This is where I loook at the Armor ratings listed for monsters in the Legends and Adventurers booklet, and compare the options. My gut says 4 is too high, but 1 is too low, so let's go with 2 (equivalent to thick fur, or for the spider I would say thick hide).

STEP 7: TYPICAL GEAR - None.

STEP 8: IMMUNITIES, RESISTANCE AND VULNERABILITIES - None Listed

STEP 9: SPECIAL ABILITIES - The spider has a number of special abilities listed:

  • Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
This is very straightforward, I would just remove the last section as its irrelevant.
  • Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Again, just use as written.  There might be a possibility for an adventurer to make a roll to avoid the webbing?
  • Web Walker. The spider ignores movement restrictions caused by webbing.
I would add this into the Spider Climb ability above.

STEP 10: CONVERT ATTACKS - The Spider has the following attacks listed:

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d8 + 3) piercing damage plus (2d8)poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
This one is based off the creatures Strength, so look at the conversion guide for the Base Dice increase in-line with its 5E Strength Attribute of 14, which gives an Base Dice increase of 2, for a total of seven Base Dice and Weapon Damage 1 (as it does less than 20 average damage). In 5E this does piercing damage but it makes sense to have this as a slash wound in Fbl, as a bite can remove limbs like a sword cut. Range is ARM'S LENGTH as it is within 5ft.

This attack also has a paralysing poison included. The potency is devised by taking the saving throw and subtracting 10, to leave a Potency of 1. This seems really low, so I might need to revise my conversion formula to how I work it for Fear attacks, which is saving throw halved?
  • Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one creature. The target is restrained by webbing As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
The Web attack can only be used once every 5 or 6 rounds and ends in the victim being GRAPPLED. The initial attack is based off of the creatures Dexterity, so look across from its DEX of 16 to see what its Base Dice increase is, in this case it’s 2, increasing the attack to seven Base Dice. Range is SHORT and the Webbing has a STRENGTH of 6 ( which is half the STR save of 12).

STEP 11: ATTACK DESCRIPTIONS - The attack descriptions are pretty straight forward. The Bite is quite brutal and obviously has a poison attack. The description of the Web attack will include its innate stickyness.

STEP 12: NEW ATTACKS - This is where it gets interesting as I asked for some feedback on possible attacks and ended up getting quite a few suggestions, so I decided to write them all up and then you can choose which four you would like to add in to make up the six. I have grouped some together to cover a certain creature that harasses halflings.

STEP 13: FINISHING TOUCHES - Not much to add now, this was quite straight forward, it’s just a shame it took so long for me to complete.


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...