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5/05/2014 1:47 pm  #1


Homebrew creatures from the Ancient Lands

I am creating lots of creatures for my homebrew setting, many of which are suitable for AS&SH in general, so I want to share them here.

Mold Walker
No. Encountered: 1d4
Alignment: Neutral
Size: M
Movement: 20
Dexterity: 6
Intelligence: Animal (1)
Armor Class: 5 (14)
Hit Dice: 3d8 (13 hp)
No. of Attacks: 1 (slam)
Damage: 1d6
Saving Throw: 15
Morale: 12
Experience Points: 47
Treasure Class: —

A mold walker is a created from a rare form of semi-sentient mold that both feeds on the corpses of dead animals and uses them as a means to move around. The only goal and purpose of a mold walker is to find new bodies that are sufficiently intact and spread the mold to them, ensuring the survival of the species. Since the mold consumes the body it inhabits, a mold walker usually lasts only a few weeks at the most before it collapses into a pile of bones and rot, so they often attack medium sized creatures and try to kill them, to make sure that new bodies are available.

Special
* Surprises on a 3-in-6 chance in areas with lush vegetation.
* When a mold walker is destroyed, it collapses in a pile of rotting bones, releasing a cloud of spores. Creatures who inhale these spores must make a saving throw against death or become infected with a bad cough that deals 1d4 points of damage every day. It's usually not enough to kill a healthy adult human, but if an infected creature dies, the mold spreads through the corpse, turning it into a mold walker after 1d4 days.

Cave Crawler
No. Encountered: 1d12
Alignment: Neutral
Size: L
Movement: 40
Dexterity: 9
Intelligence: Animal (1)
Armor Class: 3 (16)
Hit Dice: 4d8 (18 hp)
No. of Attacks: 3 (claw / claw / bite)
Damage: 1d6 / 1d6 / 1d8
Saving Throw: 15
Morale: 11
Experience Points: 190
Treasure Class: —

Cave crawlers are large subterranean insects that can grow to the size of horses and look like a cross between a huge ant and a brown praying mantis. They use their front legs to stab at prey and victims. They are rarely found near the surface, but can sometimes be found in large mines or underground ruins deep below the earth. They often allow intruders to pass through their territory unchallenged, as long as they stay well away from their queens nest, but might occasionally welcome an opportunity of potential prey arrive right at their doorstep.

Special
* Infrared Vision (as the spell) at a range of 60 feet.
* Bite victims must make a death (poison) save or suffer additional 1d8 hp damage.

Nightshade
No. Encountered: 1d2
Alignment: Order
Size: M
Movement: 40
Dexterity: 13
Intelligence: Very (11-13)
Armor Class: 4 (15)
Hit Dice: 4d8 (18 hp)
No. of Attacks: 2 (claw / claw) or
2 (longbow)
Damage: (1d4 / 1d4) or 1d6
Saving Throw: 15
Morale: 7
Experience Points: 365

A nightshade appears like a slender humanoid of average size, but is almost entirely covered in vines and dark green or bluish leaves. Nightshades are spirits that live to hunt and stalk prey over very long amounts of time and are extremely patient to get a perfect opportunity to strike at their targets without getting detected. They are naturally poisonous and often coat the tips of their arrows in their poison, but may chose not to do so if they think it will make for better sport. Often, they will paralyze some of their enemies to get one of them alone and draw them into a stalking contest.

Special
* Infrared Vision (as the spell) for 60 feet.
* Can cast warp wood 3 times per day and entangle 1 time per day.
* Move through undergrowth and other difficult terrain without being impeded in any way.
* Surprises on a 4-in-6 chance.
* Creatures hit by a nightshades claws or arrows must make a death (poison) save or be paralyzed in 1d2 rounds, lasting 2d6 minutes.

Last edited by Yora (5/05/2014 1:48 pm)


"Steel isn't strong, boy. Flesh is stronger. What is steel compared to the hand that wields it?"

Spriggan's Den
 

6/06/2014 2:56 pm  #2


Re: Homebrew creatures from the Ancient Lands

Mantis, Giant
No. Encountered: 1 (1d4)
Alignment: Neutral
Size: L
Movement: 50
Dexterity: 12
Intelligence: Animal (1)
Armor Class: 5 (14)
Hit Dice: 4d8 (18 hp)
No. of Attacks: 2 (claw / claw)
Damage: 1d8 / 1d8
Saving Throw: 15
Morale: 10
Experience Points: 225

Giant mantises are large wingless insects walking on four legs and using their two barbed forelegs as big claws. They wait motionlessly among leaves and branches until prey comes close by, at which point they burst forward trying to impale their target with their claws. When it has its target immobilized, the giant mantis attemps to bite off its head. Once it has killed its prey, it attempts to escape from a fight to devour its catch in safety.

Special
* When a giant mantis hits with both claws, it grasps its target tightly and bites for 2d4 hp damage per round. The victim can attempt to escape via an extraordinary feat of strength or dexterity. Otherwise, allies whose strength totals at least 40 can remove the giant mantis' claws in 1d4+1 rounds.
* Infrared vision 60 feet.
* Surprises at a 4-in-6 chance


"Steel isn't strong, boy. Flesh is stronger. What is steel compared to the hand that wields it?"

Spriggan's Den
     Thread Starter
 

6/06/2014 3:35 pm  #3


Re: Homebrew creatures from the Ancient Lands

Nice, Yora.  I read about something I'm going to stat up in one of the Solomon Kane stories last night.

 

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