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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.
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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
Last edited by Jimm.Iblis (10/12/2019 7:01 am)
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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).
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Would love to see more Mythos monsters, if you have them!
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Good stuff as always!
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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.
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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)
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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)
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Jimm.Iblis wrote:
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).
Jimm, do you still have them? I'm trying to put together a .CSV with all the monster data, so I can import it into my Obsidian Database. I'm using the 3rd edition standard block
| Monster Name| | NoEncounterd | Alignment | Size | Movement | Dex | AC | HD | Attack Rate | Damage | Savethrow | Morale | Exp | Description | Specials | Source |
noting the added source collum so I can clearly note where they were from...
Here is my document so far...
" Removed pending Ghul's instructions"
Note that the original I got was created for the 2nd edition, and had the original disclaimer below that I had to remove in the .CSV as the extra information blew up the import script...
The `Tower of the Black Mage` provides the content on this application in support of its goal to provide information in aid of playing games. Others are invited to use the application for personal, educational, and other non-commercial purposes (unless otherwise noted). By using the `Tower of the Black Mage` application, you accept and agree to abide by these terms. "Astonishing Swordsmen & Sorcerers of Hyperborea", "AS&SH", and all other North Wind Adventures product names and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries. All other material in this application is either copyrighted (2017 - 2018) `Tower of the Black Mage` or indicated otherwise.
PLEASE NOTE: if you would like to use that .CSV, please delete any source listed that you do not own. or Better yet, buy it, or track one down to own...
Last edited by BlackKnight (12/28/2022 8:02 pm)
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I would check with Ghul to see how many of those entries are protected IP for Hyperborea and not covered by an Open Gaming License.
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gizmomathboy wrote:
I would check with Ghul to see how many of those entries are protected IP for Hyperborea and not covered by an Open Gaming License.
I thought they are all uniquely created monsters not currently in the game. Is that not so?
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Ghul wrote:
gizmomathboy wrote:
I would check with Ghul to see how many of those entries are protected IP for Hyperborea and not covered by an Open Gaming License.
I thought they are all uniquely created monsters not currently in the game. Is that not so?
They are all the monsters "In the game", Directly out of the Books, I added the descriptions, but the original spreadsheet I got had all the original stat block information...
The original Doc had the following "Disclaimer" on the second page (that got dropped on conversion to .csv)
>> Inserted <<
The `Tower of the Black Mage` provides the content on this application in support of its goal to provide information in aid of playing games. Others are invited to use the application for personal, educational, and other non-commercial purposes (unless otherwise noted). By using the `Tower of the Black Mage` application, you accept and agree to abide by these terms. "Astonishing Swordsmen & Sorcerers of Hyperborea", "AS&SH", and all other North Wind Adventures product names and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries. All other material in this application is either copyrighted (2017 - 2018) `Tower of the Black Mage` or indicated otherwise.
<< End >>
Last edited by BlackKnight (12/28/2022 8:05 pm)
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Just a little thread necromancy here, don't mind me...
Bad attempt at humor aside:
Was curious if anyone here has converted any of the genies, particularly the Djinni and/or Efreeti?
I know I can just use them out of the Rules Cyclopedia or the 1e/2e Monster Manuals pretty much as is, but it would be cool to see what others may have done.
Last edited by digitalelf (12/21/2023 6:36 pm)
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digitalelf wrote:
Was curious if anyone here has converted any of the genies, particularly the Djinni and/or Efreeti?
I know I can just use them out of the Rules Cyclopedia or the 1e/2e Monster Manuals pretty much as is, but it would be cool to see what others may have done.
Not sure if it's quite what you're looking for, but seeing as I have adventures that use them and I needed to convert them over anyways, here are fairly direct, quick and dirty conversions from the MM:
Djinni: #E 1|AL CG|SZ L|MV 30 (fly 90)|DX 14|AC 4|HD 7+3|#A 1/1 (pummel)|D 2d8|SV 13|ML 12|XP 1480|TC Nil| Special:
Beneficent Host: Once per day can cast Create Food and Water, Hallucinatory Terrain, Major Creation, Invisibility, and Alter Self (CA 12).
Whirlwind: A djinni can create a whirlwind and send it up to 50 feet away. Creatures caught in the whirlwind are buffeted by powerful winds and whatever debris has been picked up, taking 2d6 damage and having to make a transformation save or be blown off their feet and knocked 1d10 feet away in a random direction.
Lord of Air: If attacked by creatures of the air, enemies suffer -1 "to Hit" and -1 damage. Further, a djinni subject to air based spells recieves a +2 to its saves.
Noble Djinni: 1% of djinni encountered are nobility, and are in most respects treated as an efreeti. Noble djinn's pummel attack deals 3d8 damage, while their whirlwind deals 3d6 and transformation saves are made at -2. XP 2350.
Efreeti: #E 1|AL N (LE)|SZ L|MV 30 (fly 90)|DX 12|AC 2|HD 10|#A 1/1 (pummel)|D 3d8|SV 12|ML 12|XP 1900|TC Nil| Special:
Born of Fire: Once per day can cast Wall of Fire, Hallucinatory Terrain, Enlargement (self only), Invisibility, and Alter Self (CA 10).
Master of Flame: At will can cast Produce Flame and Pyrotechnics (CA 10).
Immunities: Immune to normal fire, resists magical fire as ring of fire protection.
Wishmaster: An efreeti can be bound by a powerful sorcerer and be compelled into either 1001 days and nights of service or into granting 3 wishes. An efreeti will grudgingly work as a servant, returning to its extraplanar home as soon as possible, but will attempt to twist and pervert any wishes it might be compelled to grant out of spite.
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Carnby wrote:
Not sure if it's quite what you're looking for, but seeing as I have adventures that use them and I needed to convert them over anyways, here are fairly direct, quick and dirty conversions from the MM
This is good, thank you. I'm still learning the system. So this helps a lot.