Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

Wednesday, July 24, 2024

Fallout D6: Enemies, Frienemies, and Creatures



Much like the earliest versions of Fallout 76, a Fallout D6 campaign is not much fun without some dangerous enemies, frienemies, and creatures for players to interact with, or get rekd by.  Coming up with D6 stats for every possible creature in the Fallout universe is far beyond the scope of this post, but here are some of the most well-known ones to get a game going, plus a couple of new creatures for the’ Lanta Wasteland: radjackets, mutated wasps that may trigger cazador PTSD, and joro-onna (llorona,) wailing, spidery “centaurs” for your Wasteland nightmares.

 

Bloatflies

Several insect species have evolved to survive in the post-nuclear Wasteland, including the annoying housefly – now more of a mutated predator than a pest.  Bloatflies have evolved to launch stingers that include an incapacitating neurotoxin and larval payload.  However, the neurotoxin is weak, only having a mild caustic effect on humans and larger creatures.  Like its Pre-War ancestor, bloatflies are attracted to decomposing, organic matter and polluted places.  Some wastelanders hunt bloatflies for meat, which is edible, if not necessarily good.

Bloatfly: Strength 1D, Perception 3D, Endurance 1D, Charisma 0D, Intelligence 0D, Agility 3D, acrobat 4D+1, throwing 5D, Luck points: 0; Character Points: 0; Move: 10 (flight;) Body Points: 6.  Special Abilities: agile flight (uses acrobat skill for flight movement and dodging;) caustic stinger (+1D damage; 5/10/20, deals damage for one additional round;) exoskeleton (+1 physical, +2 energy.)


Centaurs

The amalgamated mutations known as “centaurs” are the horrid result of runaway FEV experimentation.  The typical centaur has an elongated body made up if multiple human torsos with mismatched, human limbs that allow it to propel itself in a centipede-like manner.  Its deformed head and mouth end in a tentacular “tongue” that can sniff out and attack prey.  The centaur can also project its own, caustic bile at long distances.

In Vault 91, some centaurs were created when the ubermutant overlord Venger flooded the ventilation systems of the scientist and support staff areas with FEV, combined with radiation from a deliberate reactor meltdown.  Venger’s ubermutants sometimes use these centaurs as hunting animals to seek and destroy enemies.

A variant centaur, the joro-onna, is one of the first FEV horrors created under Venger’s direction.  It combines human DNA with that of an invasive species of Asian spider which infested the Southeast Commonwealth before the war.  It has a spider-like thorax with bio-luminescent, green patterns, ending in a twisted, long-haired human head and shoulders with small, misshapen arms.  A few joro-onna have been set loose in the ‘Lanta Wasteland, which adapted to lay webs among city ruins.  It sits in the shadowed periphery of its web, with only its human-like parts and head showing.  It then emits horrid ululations that sound like a female human’s cries.  When a creature or hapless wastelander comes to investigate, they inevitably become caught up in the joro-onna’s webs, which then captures and feeds on them.

Areas in the ‘Lanta city ruins where joro-onna have been seen are part of Los Canibales raider gang territory, and they have begun calling the creature "La Llorona" (The Crying Lady,) after a Pre-War ghost or creature of legend.

Centaur:  Strength 3D+2, unarmed 4D+2, Perception 3D, Endurance 4D, athlete 5D, outdoorsman: tracking 5D, Charisma 1D, speech: intimidation 3D, Intelligence 1D+1, Agility 3D, throwing: spittle 4D, Luck points: 0; Character Points: 3; Move: 14; Body Points: 16.  Special Abilities: Acid spittle (4D+2 damage,  5/10/20 range,) multi-legged (+4 to move and athlete rolls to remain upright,) tongue lash (+1D melee damage,) tongue sense (darkness penalties reduced by 6.)

Centaur, joro-onna: Strength 3D+2, unarmed 5D, Perception 2D, Endurance 3D+1, athlete 4D+2, outdoorsman 3D+2, Charisma 2D, speech: mimicry 2D+2, Intelligence 1D+2, Agility 3D, throwing: webs 4D, sneak 5D; Luck points: 0; Character Points: 3; Move: 10, 20 (web;)  Body Points: 14.  Special Abilities: bite (+1 damage; venom deals 4D damage per round until victim is treated or succeeds at a Very Difficult Endurance roll,) webbing (range 5/10/15; Moderate Strength roll to escape,) webcrawling (+1D to initiative, +10 to Move and one extra action per combat round within webs.)


Deathclaws

These engineered, reptilian creatures are death on legs – the intelligent, apex predator of the Wasteland.  Few have ever encountered a deathclaw and lived to tell the tale.  Though rare, some deathclaws have migrated to the ‘Lanta Wasteland from other regions.  According to the account of a dying Regulator, the creature shrugged off gunfire and managed to flip over his war-wagon with ease, pinning him inside.  It then just scrutinized him with intelligent eyes before leaving, as if it deliberately let him live to warn others away from its territory.

Deathclaw: Strength 4D, unarmed 7D+1, Perception 2D, Endurance 4D+1, athlete 6D; athlete: lifting 7D, outdoorsman 6D+1, Charisma 2D,  speech 3D, speech: intimidation 8D+1, Intelligence 3D, Agility 3D, throwing 5D, Luck points: 0; Character Points: 3; Move: 15, Body Points: 30.  Special Abilities: bite (+1D damage,) claws (+1D+1 damage,) large-sized (1D scale modifier,) scaly hide (+3D physical and energy.)


Feral Ghouls

Despite the size of Vault 91, there wasn’t enough room for the millions of residents in the city of Atlanta and the surrounding suburbs, let alone outlying rural areas.  Many that didn’t die in he blasts and subsequent radiation were mutated into ghouls, which tended to become feral over time while living in the hopeless devastation.

Feral ghouls hide among ruins and other abandoned places, lying dormant until prey wakes them, driving them into frenzy for flesh.  Incautious wastelanders can be easily overwhelmed by a horde of feral ghouls.   Note: see the Character Species post for non-feral ghouls as player characters and NPCs.

Even more frightening are rare ghouls that, due to further radiation exposure, emit a greenish glow. These “glowing ones” are often found underground or inside buildings near sources of radiation, typically surrounded by packs of feral ghouls that are attracted to its radioactive emanations, which they find soothing.

Feral ghoul: Strength 2D, unarmed 3D, Perception 1D, Endurance 2D, athlete 3D, outdoorsman 3D, Charisma 2D, Intelligence 1D, Agility 2D, sneak 3D, Luck points: 0; Character Points: 0; Move: 10, Body Points: 16.  Special Abilities: hardy (+1 to physical and +2 to energy damage resistance totals;) physical attack (+1D damage, 25% radiation damage.)

Glowing One: Strength 2D, unarmed 3D, Perception 1D, Endurance 2D, athlete 3D, outdoorsman 3D, Charisma 2D, Intelligence 1D, Agility 2D, sneak 3D, Luck points: 0; Character Points: 3; Move: 10, Body Points: 21.  Special Abilities: hardy (+1D to physical and +2D to energy damage resistance totals;) physical attack (+2D damage, half radiation damage;) Radiation Burst (2D radiation damage in a 5-meter radius; damage heals ghoul Body Points instead.)

 

Mongrel Dogs

The majority of dogs that survived in the post-nuclear Wasteland have reverted in a Darwinian fashion into mutated predators with characteristics similar to ghouls.  They are vicious, highly aggressive, and can easily overwhelm smaller prey.  Packs of mongrel dogs are led by an alpha with greater strength and aggression.

Mongrel dog: Strength 3D, unarmed 4D, Perception 2D, Endurance 3D, athlete 4D, outdoorsman 4D, Charisma 2D, Intelligence 1D, Agility 2D, Luck points: 0; Character Points: 0; Move: 25, Body Points: 13.  Special Abilities: bite (+1D damage.).

Mongrel dog alpha: Strength 4D, unarmed 5D, Perception 2D, Endurance 4D, athlete 6D, outdoorsman 4D, Charisma 2D, speech: intimidation 3D, Intelligence 1D, Agility 3D, Luck points: 0; Character Points: 0; Move: 25, Body Points: 19.  Special Abilities: bite (+1D damage.)

 



Radjackets

Aggressive species of wasps with black and yellow banding were common in the Southeast Commonwealth before the war.  This species has survived and mutated to a larger size, developing a highly-poisonous sting.  Radjackets remain very aggressive, whether found in small groups in the wild, or several near their nests in trees, caves, tunnels, and dark ruins.  Travelers from out West that have encountered radjacket swarms (and survived) say they are similar to a species called cazadors. 

Radjacket: Strength 1D, unarmed 4D, Perception 4D, Endurance 1D, Charisma 0D, Intelligence 0D, Agility 3D, acrobat 4D+1, sneak 5D, Luck points: 0; Character Points: 0; Move: 15 (flight;) Body Points: 18.  Special Abilities: agile flight (uses acrobat skill for flight movement and dodging,) frenzy (Crippling antennae causes them to attack any nearby creature; antennae are treated as “eyes” in V.A.T.S. without damage bonus,) poisonous sting (+1D damage; Difficult Endurance roll to resist venom; deals 15 Body Points of damage every five minutes until death, or treatment with antidote.)


Radroaches

It was said that cockroaches would be the only creatures to survive a nuclear war.  While that proved to be false in the case of humans and others, mutated roaches are both a common pest and vicious predator in the post-nuclear Wasteland.  Packs of radroaches infest many ruins and sometimes find their way to wastelander settlements.  In turn, wastelanders will hunt and eat radroaches, since their meat can sometimes mean the difference between starvation and survival.

Radroach: Strength 1D, unarmed 3D, Perception 2D, Endurance 1D, athlete 3D, Charisma 0D, Intelligence 0D, Agility 3D, Luck points: 0; Character Points: 0; Move: 10 (flight;) Body Points: 6; Special Abilities: bite (+1D damage, half Rad damage.)



Radrats, Mole Rats, and Pig Rats

Along with radroaches, rats are another common form of vermin that survived the apocalypse.  Radrats have grown into predatory rodents of unusual size and have shed all fear of larger prey.  They can be found in several underground places like caves, sewers, or city train systems.  There are Wasteland stories of large packs of radrats being led by intelligent den mothers with telepathic abilities.

Mole rats are mutated creatures that have resulted from interbreeding between mole and rat species, and can be found in the same environments as radrats.  Mole rats also hunt in packs, biting with sharp, chiseled teeth, and despite being blind, can sense their prey accurately through smell and seismic vibrations.

Pigrats are a strange mutation combining the features of wild pigs and large rats in a similar manner to mole rats, which can also be found in the same underground places.  The pigrat is just as aggressive as a Pre-War wild hog, and can eat almost anything.  Fortunately for wastelanders, pigrats are also delicious; as tasty as any Pre-War barbeque.

Radrat: Strength 3D, unarmed 4D+2, Perception 3D+1, Endurance 3D, athlete 3D+2, Charisma 1D, Intelligence 1D+2, Agility 2D, acrobat 3D+1, acrobat: dodging 4D+1, sneak 4D+2, Luck points: 0; Character Points: 1; Move: 9, Body Points: 14.  Special Abilities: bite (+2 damage,) night vision (no penalties in dim conditions,) small-sized (1D scale modifier.)

Mole rat: Strength 3D, unarmed 4D+2, Perception 3D+1, Endurance 3D, athlete 3D+2, Charisma 1D, Intelligence 1D+2, Agility 2D, acrobat 3D+1, acrobat: dodging 4D+1, sneak 4D+2, Luck points: 0; Character Points: 1; Move: 10, 5 (burrowing;) Body Points: 14.  Special Abilities: bite (+1D damage,) non-visual senses (no penalties in dark conditions; snout targets as “eyes” in V.A.T.S.)

Pigrat: Strength 2D+2, unarmed 4D+2, Perception 3D, Endurance 2D+2, athlete 5D+1, Charisma 1D, Intelligence 1D+2, Agility 2D+2, sneak 3D, Luck points: 0; Character Points: 1; Move: 15, Body Points: 18.  Special Abilities: bite (+1D damage,) claws (+2 damage,) night vision (no penalties in dim conditions,) tough hide (+1 physical.)


Radscorpions

The Pre-War emperor scorpion has muted to a large size and found an ideal home in the irradiated, Wasteland deserts of continental America, spreading far and wide as a result.  If its spear-like stinger doesn’t kill you outright, the venom certainly will.

Radscorpion: Strength 3D, unarmed 5D+1, Perception 2D, Endurance 3D, athlete 5D, outdoorsman 6D, Charisma 1D, Intelligence 1D, Agility 2D, sneak 4D, Luck points: 0; Character Points: 0; Move: 14, Body Points: 19.  Special Abilities: carapace (+2 physical, +1 energy,) burrowing (Move of 6,) pincers (+1D+1 damage, +4 to unarmed totals for grappling,) multiple eyes (+1D to Perception to find prey,) stinger (Difficult Endurance roll to resist venom; deals 10 Body Points of damage every five minutes until death, or treatment with antidote.)


Raiders

They said in the Pre-War world that the only sure thing in life was death and taxes.  Death is still a truism for the Wasteland, but taxes ostensibly went away with the American government (the NCR notwithstanding.)  Raiders – humans that prey on other humans, however, are ever-present.  Therefore, the only sure thing in the Wasteland is death… and raiders.  

Your garden variety raider comes in all shapes and sizes; all with the same desire to kill people and take their stuff.  Raiders tend to be dressed in mismatched, scavenged clothing and armor, and carry a variety of simple melee weapons or makeshift pipe firearms.  More successful raiders eventually obtain better weapons and armor.  

Raider “psychos” tend to be more physical in their approach and are heavily chemed-up.  They generally prefer to fight hand-to-hand with the feeling of invincibility that Psycho and other chems provide, and can be frightening opponents.  

Only the most ruthless of raiders have the strength and presence required to lead their own groups.  Raider leaders are more formidable opponents due to their higher skill and experience.

Known raider gangs in the ‘Lanta Wasteland include the Grognak-inspired Barbarians, the skull-faced, flesh-eating Los Canibales, the Stealth Boy-using, ghoul Nightstalkers, and the militant, humanocentric Good 'ol Boys.  Some of the raider gangs in the ‘Lanta Wasteland are also motorized, and ride in slap-dash, Pre-War automobile reconstructions known as war-wagons.  The major, motorized raider gangs that clash in the ‘Lanta highways with Regulators and smaller raider gangs include the beefy, steel-masked Humungans, and the stylish, "hot-rod," war-buggy and war-cycle-riding Thunderers. 

Raider: Strength 2D, melee weapons 3D, unarmed 3D, Perception 2D, pilot: car 3D (if motorized,) Endurance 2D, Charisma 1D, speech: intimidation 3D; Intelligence 2D, Agility 2D, lockpick 3D, small guns 3D, sneak 3D, Luck points: 0; Character Points 2; Move: 10, Body Points: 16.  Equipment: pipe pistol or rifle (3D+2 damage,) knife or brass knuckles (+1 damage,) rugged outfit (+1 physical) 

Raider Psycho: Strength 3D, melee weapons 4D, unarmed 4D, Perception 2D, pilot: car 3D (if motorized,) Endurance 3D, Charisma 1D, speech: intimidation 3D; Intelligence 2D, Agility 2D, small guns 3D, Luck points: 0; Character Points 2; Move: 10, Body Points: 19. Equipment: combat knife, metal club, or spiked knuckles (+1D damage,) rugged outfit with gas or hockey mask (+2 physical,) 10mm submachine gun (4D+2 damage;) 1D-3 doses of Psycho or Jet.

Raider Leader: Strength 3D, melee weapons 4D, unarmed 4D, Perception 2D, pilot: car 4D (if motorized,) Endurance 3D, athlete 4D, Charisma 1D, speech 3D; Intelligence 2D, Agility 2D, lockpick 3D, small guns 3D, sneak 3D, Luck points: 0; Character Points 2; Move: 10, Body Points: 24.  Equipment: .44 Magnum pistol (5D damage,) or shotgun (6D damage,) spear (+1D damage) or sledgehammer (+1D+1 damage,) leather armor (+1D physical, +2 energy,) 1D-3 doses of Buffout.



 

Robots

Many robots from the Old World can be found wandering or otherwise going about their programmed tasks in the Wasteland.  While some can be ridiculous, in the case of a Mr. Handy continuing cleaning a demolished office building, others can be highly dangerous.

Mr. Gutsy and the far more fearsome Sentry Bot are military-purpose robots that tend to be around Pre-War military bases, outposts, and checkpoints.  Medical Protectrons and Robobrains are often found among ruined medical facilities in the ’Lanta city ruins and centers of education, such as the Embry University campus.

Note: for the standard Protectron and household Mr. Handy as player characters and NPCs, see the Character Species post.)

Mr. Gutsy: Strength 3D, unarmed 4D, Perception 2D+2, Endurance 3D+1, athlete 4D+1, Charisma 2D+2, speech: command 3D+2,  Intelligence 2D+2, Agility 3D, big guns 4D, small guns 4D, Luck points: 0; Character Points: 3; Move: 10, Body Points: 19.  Special Abilities: armored plating (+2 physical, +1 energy,) flamer attachment (5D damage, 1/2/5 range,) jet-conveyor (3-meter flight ceiling, uses athlete skill for flight movement,) optic sensors (360-degree visual range,) sumachinegun attachment (4D damage, 6/12/25 range)

Protectron, Medical: Strength 3D+2, unarmed 4D+2, Perception 3D+1, first aid 4D+1, Endurance 3D+1, Charisma 2D+1,Intelligence 2D+2, doctor 3D+2, Agility 3D, Luck points: 0; Character Points: 3; Move: 8, Body Points: 19; Special Abilities: defibrillator arms (4D+2 energy damage,) interior calefaction system (self-destructs when reduced to 10% Body Points or both arms are destroyed (6D damage; 3/8/16 radius)

Robobrain: Strength 2D+1, unarmed 3D+1, Perception 3D+1, Endurance 2D+1, Charisma 3D+1, speech 4D+1, Intelligence 3D+2, science 4D+2, Agility 3D, small guns 4D, Luck points: 0; Character Points: 3; Move: 10, Body Points: 18.  Special Abilities: armored chassis (+1D physical,) claw arms (+1D melee damage,) tread conveyors (+2 to athlete totals for navigating terrain.)   Equipment: some robobrains may be armed with a 10mm submachinegun (4D+2 damage, 6/12/25 range,) or a combat rifle (6D damage, 3/7/14 range.)

Sentry Bot: Strength 4D, unarmed 5D, Perception 3D, Endurance 4D, athlete 5D, Charisma 2D, speech: intimidation 5D, Intelligence 2D, Agility 3D, big guns 4D, Luck points: 0; Character Points: 3; Move: 16, Body Points: 30.  Special Abilities: armored plating (+1D physical, +2 energy,) charging slam (+2D melee damage, requires 5-meter move action,) explosive missile launcher arm (9D+2 damage, 10/20/40 range,) minigun arm (9D+1 damage, 8/17/35 range,) tactical sensors (-6 to darkness penalties,) venting system vulnerability (fusion core hit location revealed in V.A.T.S. every 1D+2 rounds,) wheeled stabilizer legs (+6 Move, +2D to athlete skill rolls to remain upright.)


Super Mutants

The majority of super mutants in the ‘Lanta Wasteland originate from Vault 91, where deliberate, FEV experimentation turned most of its population into super mutant “workers” with a few ubermutant, “warrior” leaders,  that are similar to Nightkin in the West.  Some super mutants have migrated from other areas, and the ubermutant overlord Venger has begun recruiting them into his growing army.  Note: for super mutants as player characters and NPCs, see the Character Species post.

Super mutant reaver: Strength 3D, melee weapons 4D, unarmed 4D, Perception 2D, Endurance 4D, athlete 4D+2, athlete: lifting 5D+2, outdoorsman 5D+1, Charisma 1D, speech: intimidation 5D,Intelligence 1D, Agility 3D, small guns 4D, throwing 5D, Luck points: 0; Character Points 0; Move: 10, Body Points: 14.  Equipment: large nail board (+1D+1 damage,) or hunting rifle (5D+1 damage,) “meat” bag with 1D+1 junk items or caps inside.

Ubermutant leader: Strength 3D, melee weapons 4D, unarmed 4D, Perception 3D, first aid 3D+2, Endurance 4D, athlete 5D, outdoorsman 7D, Charisma 2D, speech: command 5D, Intelligence 2D, repair 3D+1, Agility 3D, big guns 4D, small guns 4D, stealth 3D+2, Luck points: 1; Character Points 3; Move: 12, Body Points: 19.  Equipment: combat rifle (6D,) or minigun (9D+1,) makeshift metal armor (+1D physical, +2 energy.)


Wastelanders

Most people in the Wasteland are just normal, if slightly-mutated folks just trying to get by in a harsh world.  They tend to stick to their homes and settlements and don’t stray too far, especially at night.  Some however, can be encountered braving the wastes for fortune, profit, or to bring “justice” to the guilty (or innocent.)  Note: for typical wastelanders as player characters and NPCs, see the Character Species post.

Lawmen are capable and experienced wastelanders who take it upon themselves to become the protector(s) of their settlements.  They can sometimes be found with a “posse” of other wastelanders trying to apprehend known criminals or find missing persons.  Other lawmen are mercenary bounty hunters that track fellow wastelanders for capture (or death) in exchange for caps.  The Regulators are a unique, motorized group of lawmen in the ‘Lanta Wasteland (to be detailed in a separate post.)

“Scavvers” are brave, foolhardy, and/or desperate wastelanders that delve into ruined places in search of valuable supplies.  Most are loners, while some work in groups.  Some scavvers are territorial and even prey on each other like raiders.  In the ‘Lanta Wasteland, some scavvers are fortunate enough to have procured war-buggies, which are little more than Pre-War vehicle frames with engines and tires that are highly dangerous to both driver and passengers, but allow them to cover a wider area for scavenging.  Many scavvers exploring the Lost City of ‘Lanta operate from a base and watering-hole known as the Montclair Hotel.

Some people challenge the dangers of the Wastelander to buy and sell salvage and commodities for a profit.  While most of these traders are little more than wandering tinkerers with a cart full of junk, others are full caravan operations with multiple wagons and guards. Many of these caravans arrive in the ‘Lanta Wasteland via the Appalachian Terminus, or some of the more intact roadways connecting the former Southeast Commonwealth. 

Wastelander, lawman: Strength 2D, melee weapons 3D, unarmed 3D, Perception 2D, first aid 3D, Endurance 2D, athlete 3D, Charisma 2D, speech 3D; Intelligence 2D, Agility 2D, small guns 3D, Luck points: 0; Character Points 2; Move: 10, Body Points: 22.  Equipment: club (+1 damage,) shotgun (6D damage) or hunting rifle (5D+1 damage,) rugged outfit (+1 physical,) rope.

Wastelander, scavver: Strength 2D, Perception 2D, Endurance 2D, athlete 3D, outdoorsman 3D, Charisma 2D, barter: junk 3D, speech: bluffing 3D, Intelligence 2D, repair or science: pre-war gadgets 3D, Agility 2D, lockpick 3D, small guns 3D, sneak 3D, Luck points: 0; Character Points 2; Move: 10, Body Points: 12.  Equipment: bobby pins, crowbar (+1D damage,) knife (+1 damage,) pipe pistol or rifle (3D+2 damage,) rugged outfit (+1 physical,) 1D junk items.

Wastelander, trader: Strength 2D, melee weapons 3D, Perception 2D, Endurance 2D, outdoorsman 3D, Charisma 3D, barter 4D, speech 4D, Intelligence 2D+1, repair 3D+1, Agility 2D, small guns 3D. Luck points: 0; Character Points 3; Move: 10, Body Points: 17.  Equipment: metal club (+1D damage,) pipe rifle (3D+2 damage,) rugged outfit (+1 physical,) pack brahmin or multiple carts with goods plus one or more guards and porters.



Yao Guai

These fearsome, mutated bears infest the hills in and around Blue Ridge and the Appalachian Terminus.  Some have been known to stray closer to the outskirts of the ‘Lanta Wasteland.  The ghoul leader of the Montclair Hotel, Shuggy-B, is said to feed his enemies to a “domesticated” yao guai.

Yao Guai: Strength 5D, unarmed 6D, Perception 2D+1, Endurance 5D+2, athlete 6D, outdoorsman 8D, Charisma 1D,  speech: intimidation 5D, Intelligence 1D, Agility 2D, sneak 3D, Luck points: 0; Character Points: 0; Move: 18, Body Points: 32.  Special Abilities: claws (+1D+1 damage,) thick hide (+2 physical and energy.)

Monday, February 19, 2024

The Monsters of Dungeon23 and the Northern Marklands

 

AI image courtesy of Microsoft Copilot Designer

 This space is to collect the various monster articles from my Dungeon23 project.  Any future monster articles for the Northern Marklands will be placed here for easy reference.

Saturday, August 12, 2023

Dungeon23 (Bonus): The Snake God

 

He watches...(adapted from original and AI images courtesy of NightCafe.)

Number Encountered (#): 1

Armor Class (AC): 0 [19] (body); 2 [17] (eyes)

Hit Dice (HD): 10 (large eye 20 hp, small eye 10 hp, body 40 hp)

Move (MV): flight 30 ft. (10 ft.)

Attacks (ATK): 1+ (1d6 tentacle or special)

Saving Throw (SV): magic-user 11

Morale (ML): 12

Treasure (TR): I-type treasure plus F-type magic items, or by HD

Alignment (AL): Chaotic

Experience (XP): 2,800 (or HD + five specials)

 

The being worshiped as the “Snake God” is in truth a malevolent, Chaotic intelligence originating from the depths of the Ovoid From Beyond the Stars.  Its levitating, semi-spherical body appears as a dark mass of perpetually writhing, squamous, and tentacular “snakes.”  When the Snake God is roused, its “snakes” part to reveal a large, central eye.  Up to ten, smaller eyes can also emerge from within the rippling forms when necessary to employ the alien being’s formidable psychic powers.

Its central eye projects psychic waves that disrupt all magical energies in front of it up to 10 feet, and functions as an anti-magic (shell) spell.  Spellcasters, such as magic-users and clerics in the way of its central gaze can “hear” a pulsating, or buzzing sensation in their minds that is uncomfortable at best, and maddening at worst. However, it seems to make sense to those given over to Chaos. In combat, its smaller eyes can project psychic beams that manifest random, spell-like effects at will.  The GM should decide on offense or defense, then roll 1d8 on the appropriate table:

Offensive beam:

1.       Cause Serious Wounds

2.       Magic missile (two missiles)

3.       Finger of death

4.       Disintegrate

5.       Telekinesis

6.       Flesh to Stone

7.       Fireball

8.       Polymorph Others

Defensive beam:

1.       Cause Fear

2.       Charm Person (or Monster)

3.       Slow

4.       Confusion

5.       Hold Person

6.       Sleep

7.       Phantasmal Force

8.       Protection From Normal Missiles

The creature can reposition these eyes, which sink into its writhing mass, and reemerge from the desired direction.  Although it mainly depends on these eye beams for offense, it can also fend off enemies with tentacle slaps.  It can produce, and attack with as many tentacles as enemies surrounding it.

The Snake God’s body is so dense that is has an effective Armor Class (AC) of 0 [19.]  Its eyes are only slightly more vulnerable, since they can fold back into the mass, and have an AC of 2 [17.]  Its central eye can sustain 20 points of damage before it is rendered useless (stopping the anti-magic effect,) while a smaller eye can be destroyed after 10 hp of damage.  When ten of these smaller eyes are destroyed, no more will appear.

The body itself can sustain 40 points of damage before it begins to grow unstable, flailing its innumerable appendages, and macerating into a dark, inert mass of semi-solid ichor.  Anyone touching the mass will find it extremely corrosive (3d8 damage.)  If the mass manages to dissolve and kill a living being, it will become a black pudding with the same hit dice as the slain creature.  It will then seek out, and kill other living creatures until it becomes a fully-formed (10 HD) black pudding.

The Snake God currently dwells in its own sanctum within the True Temple of the Snake-Men, where its Noble rulers grant the deity their unholy obeisance.  The Snake God does not speak, but seems to communicate tele-empathically with those that understand the language of Chaos.  Although only one Snake God has revealed itself to the denizens of the Underworld below the Northern Marklands, it is possible others of its kind exist within the Ovoid.  However, no adventuring scholar, sage, or even mad sorcerer has ever returned with such information.

 

 

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Wednesday, June 28, 2023

Dungeon23 (Bonus): The Deep Fey of the Underwilds

Deep Fey

Ennan (left) and eunshiel (right) deep fey (adapted from AI images courtesy of Bing Image Creator.)

 

Eunshiel

Armor Class (AC): 4

Hit Dice (HD): 1+1

Move (MV): 120 ft. (40 ft.)

Attack (ATK): 1 weapon (1d6+1 short sword, or 1d4+1 winged knife)

# Encountered (#): 2d4 (4d10)

Save (SV): Elf 1

Morale (ML): 7-9

Treasure (TR): E-type or by HD

Alignment (AL): Chaotic

Experience (XP): 60 (or HD + two specials)

 

Ennan

Armor Class (AC): 4

Hit Dice (HD): 2

Move: 60 ft.  (20 ft.)

Attack (ATK): 1d6+1 (hand axe or short sword) or 1d6 (crossbow)

# Encountered (#): 1d4 (3d10)

Save (SV): Dwarf 1

Morale (ML): 8

Treasure (TR): G-type or by HD

Alignment: Neutral or Chaotic

Experience (XP): 60 or (HD + one special)

 

Deep fey share common ancestors with demihumans and other surface fey.  Whereas the surface fey rebelled from servitude to the dragons, the clans that would one day become the deep fey remained loyal.  As the rebelling fey hunted their draconic masters, the ancestors of the deep fey sought to defend them, creating a centuries-long enmity with their cousins.  Alas, the surface fey succeeded in their rebellion, and their civilizations ascended to great heights while the deep fey fled to shelter underground; either following their fleeing masters or as refugees after these dragons were slain.  The deep fey have changed and adapted throughout the centuries to life in the unique and dangerous environment of the Underwilds.

Eunshiel

The Eunshiel (OON-shayl) are ancestors of modern-day elves and halflings.  They are slightly shorter than surface elves and much thinner, with delicate features, and pale, violet-tinged skin and hair (from a lifelong diet of violet shrieker mushrooms.)  Their ears are long and slender, and their eyes dark and near pupilless; well-suited to the lightless environment of the underwilds (90-ft. darkvision,) but bright light bothers them (-1 to hit.)

Eunshiel warriors are harnessed in arms and armor crafted by the ennan.  Their form-fitting chainmail functions as +1 armor, but it is far too slender to fit even surface elves.  They carry scalpel-sharp, short swords that have a +1 bonus to damage, but are difficult to wield without extensive training (non-eunshiel using these can cut themselves accidentally on an attack roll of “1”.)  They also carry throwing knives with a winged, draconic design that they are able to throw with extraordinary accuracy.  Once per combat, an eunshiel that surprises an enemy may throw a winged knife and strike unerringly as a magic missile spell (1d6+1 damage.)  For every five HD, an eunshiel may throw an additional winged knife simultaneously.  Eunshiel like to coat these winged knives in myconic poisons native to the Underwilds.

All eunshiel have sorcerous training and can typically cast darkness or sleep once per day.  A favorite tactic is to envelop enemies in magical darkness and slay them with their winged knives.

The example above is the typical eunshiel warrior or scout.  Other eunshiel may have additional HD, abilities, or spells of unique or greater power.

The eunshiel worship Tiama’at the Many-Faced and serve all Chaotic dragons.  Their art, architecture, and clothing tend to have draconic motifs.  Despite their Chaotic nature, they pride themselves in remaining loyal to the dragons, and hate the surface fey and demihumans with fanatical passion.

The eunshiel live bizarre lives of cruelty and decadence, enjoying bizarre and depraved pastimes when they are not busy serving their masters' needs.  They are subservient and obsequious with dragons, and snake-men, but consider all other beings beneath them, even their fellow deep fey.  They are deeply jealous of the snake-men’s favored status with their dragon goddess, but bite their tongue when around them.  They believe the snake-men have turned from Tiama’at and if they could but prove it and slay their aberrant Snake God, it might be their chance to elevate their status and take over the snake-men’s cities as their own.

In the Underwilds, the eunshiel are found in bands that hunt and patrol the domain near dragon’s lairs.  For every 20 eunshiel encountered, there is a leader with 2d4 HD, additional spells and possibly magic items usable by elves.  Eunshiel fighting alongside their leader have morale scores of 9.

Ennan

The Ennan (EH-nahn) are evolutionary ancestors of dwarves and gnomes.  They are almost completely hairless save for tufts on their head and/or short beards, with pale gray skin tones like the underground stone, and large ears.  Like their cousins, the eunshiel, their eyes are large and dark, and can see well in the dark (90-ft. darkvision,) but also suffer -1 to hit in bright light.

The ennan are masters of toil and creation.  They can work for hours on end without exhaustion.  Their idea of a good time is to engage in crafts such as smithing, stone-carving, or engineering with singular focus.  Indeed, their labors are greatly prized by the denizens of the Underworld.  Although hard-pressed to do so, the snake-men would grudgingly admit that their magnificent cities would not be possible without the ennan’s expertise.

While the ennan are not as passionately hateful as the eunshiel, their crafts have a penchant for the sinister: exotic weapons, mechanized siege engines, intricate traps, and sadistic torture devices.  Ennan don’t mind their lower status among the other beings of the Underworld: their work is all that matters.  However, some younger ones have begun to question their subservience to the eunshiel, dragons, and snake-men.  They wonder whether their distant cousins above had the right of it, and whether they should leave these ungrateful masters behind to pursue their work unmolested.

In combat, the ennan’s work-hardened strength and endurance make them fearsome foes (+1 damage.)  In addition, their weapons tend to have ingenious features.  For example, their shields may have spikes or blades that grant them an additional, 1d4 damage attack, an axe or sword may a have a serrated edge that causes terrible wounds, which take twice as long to heal, or a crossbow might fire two, or even three bolts at the same time.

For every 15 enann, there is a leader with additional 1d4+1 HD, which may possess better armor (AC 2 [17]) and/or magic items.  Enann fighting alongside their leaders have a morale of 10.

 

 

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

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