Saturday, June 25, 2016
Happy Steamy Simian Saturday!
Hope everyone is having a nice Simian Saturday. It is a hot one here in the Southern Rad Zone, fortunately the Restorationists have been able to keep the ancient cooling device in working order, and scouts were able to find a cache of ancient filters to keep the machine running smoothly. I assume most everyone following this blog has already heard the Mutant Crawl Classics Kickstarter launched a day or so ago and has already funded. I am happy to say that I have backed this one, can't wait to give it a go! From what I have seen it hearkens back to the original Gamma World rules in many ways, which is very cool to this aging wasteland wanderer. Anyways, try to keep cool and have a great Simian Saturday!
Sunday, June 19, 2016
Witchfinder Wolves
Happy Father's Day to all the dads out there. Today I thought I would share another beast from the recent pages of Dr. Strange, stat'd up for the ACKS system. Enjoy!
Witchfinder
Wolves
% In Lair: 10%
Dungeon Enc: Pack (1d4) / Den (2d4)
Wilderness
Enc: Route (2d4) / Den (2d4)
Alignment:
Neutral
Movement: 120' (40')
Armor Class: 4 (boney plating, this plating has
made them slower than normal Dire Wolves)
Hit Dice: 4 +
2
Attacks: 1 (bite) Damage: 2d4
Save: F2
Morale: 0
Treasure
Type: None
XP: 140
Witchfinder Wolves are a rare breed of Dire Wolf,
believed to have been specially bred during ancient times to hunt down enemy
spellcasters. Witchfinder Wolves
have the Sensing Power ability. Like the proficiency they can detect
spellcasters within 60', and can get a vague sense of the power level of the
spellcaster. Sensing a high level spellcaster will cause them to send out a
wide-ranging howl, summoning other packs of Witchfinder Wolves to join in on
the hunt. Witchfinder Wolves can "smell" the recent use of arcane
magic, within the last 24 hours within their vicinity. The wolves cannot
determine if a specific item is magical, however, they will sense magic on the
item if it has been used within the past
24 hours. When they are actively sensing magic their eyes glow with an eerie
green eldritch glow.
Since the collapse of the Empire that first bred
them, Witchfinder Wolves have found their way into the wilds and have spread to
other regions. Certain brave (some would say foolhardy) individuals have
relearned the means to tame and train these ferocious predators, although even
in the hands of the best animal trainer a Witchfinder Wolf can be an
unpredictable beast at best. Unlike Dire Wolves, Witchfinder Wolves will not
tolerate a rider (goblin or otherwise).
Witchfinder Wolves have the intelligence and
viciousness of Dire Wolves but are even more cunning and display an almost
malicious nature, especially when on the hunt for a spellcaster. They don't
derive any special benefit or extra sustenance from preying upon spellcasters,
but it is so ingrained into their nature to hunt mages, that even those living
in the wild, engage in an almost vicious glee when they get the "scent"
of an arcane spellcaster. In the wild they prefer to live in wooded and
mountainous areas, but like Dire Wolves they are even more likely enter into
caverns or dungeons in search of prey, especially spellcasters. When a
Witchfinder wolf den is encountered, there is a 25% chance that 1d3 cubs are
present. Witchfinder wolf cubs may be kept and trained in the same manner as
dogs, but are difficult to train and control. However, if cubs are present the pack will
fight ferociously to protect the cubs (Morale +3).
*If using these with the core ACKS Campaign, have
them date back to the Empyrean War, possibly being bred by the Zaharans to hunt
down enemy spellcasters.
|
Labels:
ACKS,
Brutorz Bill's Bestiary,
DnD,
Dr. Strange,
RPG
Saturday, June 18, 2016
Een'Gawori Slugs
Thought I would stat up a Slug in honor of Free RPG Day! Stats are for ACKS, but this critter should work for most OSR games.
Enjoy!
Enjoy!
Een'Gawori Slugs
% In Lair: None
Dungeon Enc: Solitary or rout 1d8
Wilderness Enc: None
Alignment:
Neutral
Movement: 10' (3')
Armor Class: (only harmed by magic)
Hit Dice: 1 hit point
Attacks: Only vs. Magic Items Damage: Drains Magic
Save: 0 level
human
Morale: 0
Treasure
Type: None (although enterprising souls have used them to find hidden magic
items)
XP: 5
Drain magic: Een'Gawori Slugs feed on magic. They must be in
direct contact with a magic item in order to feed off of it and drain its
magical energy.
Een'Gawori Slugs are the bane of adventurers everywhere.
These hand-sized bluish-grey slugs while being unable to harm living creatures
actually feed off of magic. They move about in dungeons and dark places ever
searching for magical energies to consume. They can Detect Magical auras, as the
spell at will and will be drawn to the nearest magic item in order to feed. The
slug will feed off of the magical energy found in enchanted weapons, armor and
potions etc. Left undisturbed a slug will permanently drain the magical
energies from a magic item. The more powerful the item the longer it takes for
the slug to permanently drain it. Any permanent magic item being fed upon by
one of these slugs must make a Save vs. Spell as a Mage (the "+" of
the magic item indicates equivalent level of the Mage), a failed save indicate
the item is no longer magical. Potions and scrolls being more temporary in
nature do not get a saving throw. Although it takes a minimum of one round of
feeding in order to cause an item to be forced to make a save. These slugs may
feed off of artifacts, but are unable to permanently drain an artifact of its
power, in fact some lost artifacts have been discovered with an entire rout of
slugs feeding off of it. Due to the arcane diet of these creatures they may be
only killed by magical weapons. However, they instinctively fear salt, and will
avoid touching it at all costs. Moving in the opposite direction of it, even if
a powerful magical item is nearby.
Dedicated to Free RPG Day, with a nod to the original
Disenchanter created by Roger Musson from the original Fiend Folio.
Based on the
Een'Gawori Slugs found in Dr. Strange, by Marvel Comics. First Appearance
Doctor Strange Vol 4 #3 (February, 2016). No copyright infringement is intended
Labels:
ACKS,
Brutorz Bill's Bestiary,
DnD,
Dr. Strange,
RPG
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