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4/01/2019 7:07 am  #21


Re: MMM - Mini-Monster Manual

More Monsters and Creatures IV

Hyperborean Killer Ray: Here:

Hyperborean Manta Ray: Here:

Hyperborean Stingray: Here:

Lamprey: Here:

Marsh Haunter: Here:

Mer-man: Here:

Mould Walker: Here:

Nightshade: Here:

Shadow Dancer: Here:

Shambling Boar Thing: Here:

Spawn of the Night: Here:

Taybuse: Here:

Tiger Shark: Here:

Tiger-man: Here:

Titan Scarab: Here:

Water Weird: Here:

Zhorg of the Swamp: Here:


To the few....And to Gary Gygax and Dave Arneson, David Wesely, Eric Holmes, Jeff of course; amongst others.

Shambling Boar Thing, Spawn of the Night, Titan Scarab, by Jimm_Ibis.

Mould Walker, Nightshade, by Yora.

Shadow Dancer, by Albie Fiore.

Marsh Haunter, Taybuse, Tiger-Man, Zhorg of the Swamp, by Caveman.

Hyperborean Killer Ray, Hyperborean Manta Ray, Hyperborean Stingray, Tiger Shark, by Gary Gygax  and Caveman.

Lamprey, Mer-Man, Water Weird, by Gary Gygax.

Artists:
Hyperborean Killer Ray, by Lincoln MKZ
Marsh Haunter, by  Frank Frazetta.
Mer-man, by David C. Sutherland III.
Mould Walker, by David C. Sutherland III.
Nightshade, by Caveman.
Sadowdancer, by Caveman (mutated from head of shadow dæmon and female dancers silhouette).
Tiger Shark, by B.
Titan Scarab, by J. MacGown.
Water Weird, by Christopher Burdett.
Zhorg of the Swamp, by John B.

And others unknown or just unpronounceable.

Well that is the monsters and creatures for the now, till something else happens, but this is the majority at present.

 

10/12/2019 6:52 am  #22


Re: MMM - Mini-Monster Manual

Snail, Giant Cone (2HD) | ×App 1-6 | AC 4 | MV 10, climb 10 | HD 2 (hp 8) | ATT bite (1d4 +grapple, poison) or harpoon (20' 1d8 +poison) | SA/D: marine camouflage; poison; spit tethered harpoon, shell | SV 16 | ML 10 | INT non | DX 5 | SZ M (4') | TC - | XP 76 | Instinct: relentless predator
This hog-sized spotted snail leaves a viscous trail of slime in its wake as a long rasping proboscis tastes the air for prey. Its intricately patterned shell is roughly shaped like a cone. 
— Surprizes on a 3:6 when submerged in water
— Shell: gain +4 armor (0) but can't move or attack.
— Poison causes paralysis, followed by death in 2d4 rounds (save negs). If saved, pain causes -2 all rolls and makes feats impossible for 1d6 days.
— The victim of a bite automatically takes 1d4 damage per round for as long as the snail is attached.
— The snail can fire its tethered harpoon at an opponent up to 20 feet away. If snail hits, the filament latches onto the opponent’s body, hindering them. This drags the stuck opponent 10 feet closer each subsequent round unless that creature breaks free. The filament has 10 hit points and is AC 2. If the filament is severed, it grows back within 1 hour.

Snail, Giant Cone (4HD) | ×App 1-4 | AC 2 | MV 10, climb 10 | HD 4 (hp 16) | ATT bite (1d6 +grapple, poison) or harpoon (30' 2d4 +poison) | SA/D: poison; spit tethered harpoon, shell | SV 15 | ML 10 | INT non | DX 4 | SZ L (8') | TC - | XP 225 | Instinct: relentless predator
This 8-foot long spotted snail leaves a viscous trail of slime in its wake as a long rasping proboscis tastes the air for prey. Its intricately patterned shell is roughly shaped like a cone.
— Surprizes on a 3:6 when submerged in water
— Shell: gain +4 armor (-2) but can't move or attack.
— Poison causes paralysis, followed by death in 1d4 rounds (save negs). If saved, pain causes -2 all rolls and makes feats impossible for 1d6 days.
— The victim of a bite automatically takes 1d6 damage per round for as long as the snail is attached.
— The snail can fire its tethered harpoon at an opponent up to 30 feet away. If snail hits, the filament latches onto the opponent’s body, hindering them. This drags the stuck opponent 10 feet closer each subsequent round unless that creature breaks free. The filament has 12 hit points and is AC 1. If the filament is severed, it grows back within 1 hour.

Snail, Giant Cone (6HD) | ×App 1-2 | AC 1 | MV 10, climb 5 | HD 6 (hp 24) | ATT bite (2d4 +grapple, poison) or harpoon (40' 2d6 +poison) | SA/D: poison; spit tethered harpoon, shell | SV 14 | ML 10 | INT non | DX 4 | SZ L (12') | TC - | XP 680 | Instinct: relentless predator
This 12-foot long spotted snail leaves a viscous trail of slime in its wake as a long rasping proboscis tastes the air for prey. Its intricately patterned shell is roughly shaped like a cone.
— Surprizes on a 3:6 when submerged in water
— Shell: gain +4 armor (-3) but can't move or attack.
— Poison causes paralysis, followed by death in 1-2 rounds (save negs). If saved, pain causes -2 all rolls and makes feats impossible for 1d6 days.
— The victim of a bite automatically takes 2d4 damage per round for as long as the snail is attached.
— The snail can fire its tethered harpoon at an opponent up to 40 feet away. If snail hits, the filament latches onto the opponent’s body, hindering them. This drags the stuck opponent 10 feet closer each subsequent round unless that creature breaks free. The filament has 14 hit points and is AC 0. If the filament is severed, it grows back within 1 hour.

Marbled cone snails are marine gastropod mollusks, about medium to large in size, usually as big as a normal sized hand. Their intricately patterned shells are roughly shaped like an ice-cream cone and are highly prized by shell collectors. Living in the ridges of Pacific and Indian Ocean, it has a shell over its body. The marbled cone snail can be found in various colors, ranging from black with white dots to orange with white patterns. It is also known as “cigarette snail”, which means that most of the time, a person stung by a cone snail has only time to smoke a cigarette before dying. There are over 500 different species of marbled cone snails. These snails are venomous enough that a single drop kills more than 20 people and its mouth has a proboscis hidden in it which spreads like a harpoon when the pray is reachable. Read through the following lines to know some more interesting facts and amazing information on this creature. 
Facts About Marbled Cone Snail 
Kingdom: Animalia
Phylum: Mollusca
Class: Gastropoda
Superfamily: Conoidea
Family: Conidae
Genus: Conus
Species: C. marmoreus
Group Name: Pack
Length: 6 inches
Weight: 7.47 g
Diet: Marine worms, small fish, mollusks and other cone snails.
Habitat: Warm and tropical seas and oceans up to 90 m deep. 
Interesting & Amazing Information On Marbled Cone Snails


  • A drop of marbled cone snail’s venom is so powerful that it can kill more than 20 people.
  • The venom is so dangerous that it can cause intense pain, tingling, numbness and swelling. It can affect a person’s hearing, vision and speech.
  • Marbled cone snail is included in the list of top 10 most dangerous animals in the world.
  • The size of the marbled cone snail is six inches in length and 7.47 grams in weight.
  • The snail traps its prey in a very unique way. It shoots out a toxic harpoon and reels in its prey—a passing fish, whenever it locates the same. The venom paralyzes its victim, which allows the snail to feast at its leisure.
  • A marbled cone snail can fire its harpoons in any direction, even backwards.
  • The snail also has a siphon, a tube which it uses to detect its prey and to inhale the water.
  • The radular teeth of this snail are comparatively shorter than those of other species and vermivores, which hunt marine worms.
  • The proboscis which is hidden in their mouths extends twice the size of the snail.
  • These snails are found around reefs, where there is plenty of fish and other snails to feed on. They are spread over Australia, Caribbean, Pacific, Red Sea, and along the coast of Florida.
  • In Hawaii, the shells of marbled cone snails were traditionally collected from the beach drift and used as beads to make puka shell jewelry.
  • This snail’s adult shell has a size of 30mm to 150 mm though it varies. The colour of the shell varies from black to white dots.
  • About 30 human deaths have been attributed to cone snail venom all over the world, till date. This happens when respiratory muscle paralysis leads to death.
  • Anti-venom for the venom of this marbled cone snail is yet to be discovered.
  • Studies have found out that the venom in these snails possess medical qualities that makes in valuable in medical research.
  • The venom of marbled cone snail is the same as that of blue-ring octopus which is powerful neurotoxin which leads to weakness and loss of co-ordination.
  • The diet of marbled cone snail is marine worms, small fish, mollusks and other cone snails.
  • Marbled cone snail is said to be the master of deception as it hides very well. Other animals are not been able to spot it easily and steps ove it; this leads it to attack them. This makes it one of the most deadly creatures.

Read more at http://lifestyle.iloveindia.com/lounge/facts-about-marbled-cone-snail-7605.html#gWRvvFavrGqqlEvH.99

Last edited by Jimm.Iblis (10/12/2019 7:01 am)


"Role-playing isn't storytelling. If the dungeon master is directing it, it's not a game."  ~ Gary Gygax
 

10/13/2019 9:15 am  #23


Re: MMM - Mini-Monster Manual

By the way — I have hundreds of monsters converted from Pathfinder and other OGL/Creative Commons sources. If anyone has a request, hit me up. I have a pretty good quick conversion formula distilled from comparisons of D20 and old-school D&D monsters (for those who are particular about having some rules skeleton to their creatures). 


"Role-playing isn't storytelling. If the dungeon master is directing it, it's not a game."  ~ Gary Gygax
 

11/06/2019 5:39 am  #24


Re: MMM - Mini-Monster Manual

Would love to see more Mythos monsters, if you have them!

 

12/12/2019 9:15 am  #25


Re: MMM - Mini-Monster Manual

Zenopus' Monsters

Some new monsters for the new Zenopus' Dungeon, see maps, in 'Maps,' forum.

The Thing of Green Flame: Here:

Grey Wraith: Here:

Gu'en-Deeko: Here: by Albie Fiore

     Thread Starter
 

12/12/2019 12:22 pm  #26


Re: MMM - Mini-Monster Manual

Good stuff as always!

 

12/13/2019 5:26 am  #27


Re: MMM - Mini-Monster Manual

Cheers man

     Thread Starter
 

12/23/2019 9:37 am  #28


Re: MMM - Mini-Monster Manual

Carrion Worms:
Carrion Worms are Small creatures that resemble giant Maggots with a large Maw with rows of teeth dripping with poison, that seem to pulse in waves drawing anything it touches in, tearing flesh easily. They have 4 “eyes” equally distant around their maw, There Eyes are actually both heat and scent receptors as they are blind in any other sense. Their coloring is anamorphic and they, like the octopus change color to the environment around them. They inhabit corpses, eating dead flesh and spawning, however, they prefer live flesh and seek it out when within 15”.
 
 
No. encountered                     5D4
Alignment                               N/A
Size                                          Tiny (2”-3” long)
Movement                              1’
Dexterity                                 N/A
Armor Class                             9
Hit Dice                                   0 (2 HP)
No. of Attacks                          Special
Damage                                  1HP/round for 20 rounds
(death occurs when the worms get to the brain or heart)
Saving Throw                           18
Morale                                    5
Experience                              20
 
Special: When using stealth to access a living creature, the living creature must make a save vs death (poison) to sense whether they feel the initial bite and subsequent burrowing of the worm, as the worms secrete an anesthetic poison before and during their burrowing. A subsequent save vs death may be made each round that a worm is borrowing in thief flesh to notice that something is wrong. Once noticed the victim only has three options for removing the worms, A cure Disease will remove and destroy all the worms on and in a victim, Fire can be useful but will both kill 1D6 worms, but cause 1D6 HP in burn damage per application and can only be applied in the first 10 rounds of infection. Finally, the affected limb could be cut off within 10 rounds preventing the worms from gaining a foothold in the torso. After 10 rounds only, Cure Disease can help. Paladins are not only Immune to the Carrion Worms but cause them to make a morale check within 10’ or flee. Carrion worms can also inhabit undead beings as they will have no effect of those creatures, bursting forth from said creature upon its destruction.


-- 
BlackKnight, AKA Sausage
Been playing Role-Playing Games for 45 years.
 

12/23/2019 9:38 am  #29


Re: MMM - Mini-Monster Manual

Some Norse flavored Undead...

Dragur:
A Dragur possesses superhuman Strength and carries the unmistakable stench of rot and death. They are animated corporal corpses of people that had nothing but greed/cowardice in their heart at the time of their death, and now they horde what they have and see to claim more. There are two distinct types of Dragur, dependent on the way/location of their death. The clear distinctions between Sea-Dragur and Land-Dragur are, Land-Dragur Are Dry, blackened skin, with some light rotting, having died on dry land. The Sea-Dragur having died/drowned at sea, are bloated, pale white, with water oozing and sloshing as they move. However, their fighting stats are the same in both cases.
 
No. encountered                     1 (1D4)
Alignment                               Chaotic Evil
Size                                          M
Movement                              40
Dexterity                                 14
Armor Class                             2
Hit Dice                                   8
No. of Attacks                          1 (Touch), 2/1 (Weapon)
Damage                                  D10 (Touch), D8 (Weapon)
Saving Throw                           13
Morale                                    11
Experience                              1280
Treasure                                  B, Q(x2), X, Y
 
Special:
6½’ to 7’ tall, Superhuman Strength (19), +1 weapons required to hit, Immune to poison, paralysis, fear, and cold-based attacks. Dragur touch drains 1 level of experience unless a death save is made. If a man is drained to 0th level, one day later he becomes a Dragur serving the one who drained him. Dragur are weakened in daylight, (-4/-4 to attack and defend) but retain most of their strength. A raise dead spell automatically kills a Dragur, and Fire does full damage.  
 
*Gjenganger: (Dead Walkers)
Regular Troops            Heavy troops
(Skeletons)                  (Zombies)
 
Gjenganger (Jen-Gang-er, Noun: Gjen =Dead ganger=Walk) is the Norse word for Risen dead, they can be found in both Skeletal (Skeleton) form and more flesh than bone (Zombie).
 
Special: Regular Gjenganger (Stats and Special abilities of Normal Skeletons per Core Book P390):
 
Special: Heavy Gjenganger (Zombies):
Unlike their Slow Unnatural Cousins, Heavy Gjenganger are Viking warrior souls returned to their bodies after being ripped from the fields of battle in the afterlife. Unlike their “normal” zombie cousins they have full motion and “human” dexterity. Also, as such, they are not “diseased” and have no disease bearing effects. Immune to poison, paralysis, fear, and cold-based attacks. Arrows and bolts inflict but 1 HP damage (plus bonuses, if applicable); other piercing / thrusting weapons cause ½ damage (damage dice halved, with bonuses added afterwards). Any natural 19–20 attack roll versus a zombie is considered a “head shot” inflicting maximum damage, regardless of weapon type. These Undead typically have the weapons and armor that they were buried with, typically for Norsemen are attacking with axes possibly a shield Armor likely being either leather or Ring mail as could be afforded by a common Norseman.

 

Last edited by BlackKnight (12/23/2019 9:49 am)


-- 
BlackKnight, AKA Sausage
Been playing Role-Playing Games for 45 years.
 

12/23/2019 9:42 am  #30


Re: MMM - Mini-Monster Manual

More Norse Flavor
*Trow-Troll:
Trow and Trolls share the stats of Hill Giants in AS&SH with the following change and Description(s).
 
                                                Trow                                        Troll (Chieftain)
Treasure                                  M (x10), D                               I, M (x20)
 
Special:
Trow and Trolls in Norse Mythology are massive humanoids 9-12 feet in height and weighing as much as 1,500 pounds. These brutes are hideous, misshapen and warty, with thick, hairy hides. They oft will wear thick pelts and wield huge clubs or spears. These giants can hurl massive boulders at their enemies. Typically, they are cruel and quite enjoy tormenting smaller humanoids, such as men. Trow and Trolls oft live solitary lifestyles, though sometimes a raiding group may be encountered, or a clan dwelling in a large cavern. For every 8 Trow, there will be 1 Troll Chieftain that stands some 12-15 feet in height and weighs as much as 2,000 pounds. In Hyperborea,
the Norse Trow and Trolls as their Great enemies, as they are notorious for raiding and pillaging their communities for slaves, livestock and Treasures. Can lob large stones (30-50lbs) to a range of 100 (or to 200 at a −2 attack penalty) for 2d8 HP damage.

Last edited by BlackKnight (12/23/2019 9:44 am)


-- 
BlackKnight, AKA Sausage
Been playing Role-Playing Games for 45 years.
 

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