Thursday, January 26, 2017

A Couple New D&D Monsters

This was originally posted in 1997, when I was playing AD&D regularly, and apparently THAC0 was still a thing.

I have designed several creatures for use in my AD&D campaign. You might just find a use for them as well. Take a look at the Swamp Lizard and the Blood Wraith.

Lizard, Swamp

Climate/Terrain: Subtropical/Swamp, Subterranean
Frequency: Rare
Organization: Solitary or Small Pack
Activity Cycle: Day (Subter.: Any)
Diet: Carnivore
Intelligence: Animal (1)
Alignment: Nil
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No. Appearing: 1 (1-8)
Armor Class: 6
Movement: 8, Sw 12
Hit Dice: 7
THAC0: 13
No. of Attacks: 3
Damage/Attack: 1-8/1-8/1-6
Special Attacks: Breath Weapon, Grapple, Surprise
Special Defense: Surprised only on a 1
Magic Resistance: Nil
Size: L (9' Long, 3 1/2' Tall)
Morale: 11-12 (Steady)
XP Value: 1,600

The swamp lizard appears as a normal lizard with a stubby tail. It has green and grey striped scales, and is often covered in slime. It's mouth is filled with two rows of razor-sharp teeth.

The swamp lizard's breath weapon is a stream of powerfully sprayed swamp slime mixed with natural corrosive acids from the lizard. This spray inflicts 2d8 points of damage (save vs. breath weapon for half damage) and worsens the AC of metal armor by 2 (save applicable for magical armor). If the character's armor's AC is reduced to no protection (i.e., scale mail gets hit twice, reducing the character's AC from 6 to 10), it is completely disintegrated and falls off the character's body.

The lizard can employ this breath weapon every round it is available, but the corrosion happens only every three rounds. The lizard can store enough slime in his body for 3 breaths, after which it must submerge for 3 rounds to "recharge."

Grappling: On a successful claw attack roll, the victim must roll DEX or be knocked prone, at which the lizard would clamor atop his victim, causing large weapons, i.e., two-handed swords, to be rendered ineffective, and the victim fights at a -2 to attack and -1 per die of damage. If the victim did not have a small weapon drawn when the lizard climbed on him there is a 50% chance that the victim cannot get to that weapon.

Wraith, Blood

Climate/Terrain: Any
Frequency: Rare
Organization: Band
Activity Cycle: Any darkness
Diet: Blood
Intelligence: High (13-14)
Treasure: Incidental
Alignment: Neutral Evil
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No. Appearing: 2-12
Armor Class: 4 (see below)
Movement: 10, Fl 18
Hit Dice: 8
THAC0: 16/13 (see below)
No. of Attacks: 1
Damage/Attack: 1-10 or 2-12 (see below)
Special Attack: Blood Drain
Special Defense: +1 or better to hit
Magic Resistance: Nil
Size: L (8 1/2' tall)
Morale: Special
XP Value: 4,000
The bloodwraith is an evil undead spirit of a powerful human or demi-human, akin to a wraith. It seeks to absorb life energy from other men through their blood.

The appearance of the bloodwraith varies with it's feeding activity. Those who haven't fed for a while appear to be just normal skeletons wearing tattered robes, while those who have sated their appetite seem to glow a fiery red color. Blood wraiths must feed at least once in the span of a month as a minimum or it will perish. Note that bloodwraiths who are near destruction from hunger have a THAC0 of 13 and inflict 2-12 points of damage.

Combat: The bloodwraith inflicts damage in two ways. First, the fingers of the bloodwraith are extremely sharp, and cause 1-10 points of piercing damage. Second, when a victim is hit by a bloodwraith, the wraith attempts to steal the blood of his victims. It does this through suction holes in it's fingertips (hence the adjusted THAC0). The victim must make a strength check when hit. Failure indicates that the bloodwraith is maintaining it's hold on it's victim (automatic damage in the next round).

Once a victim has taken 10 points of damage, he must roll vs. his constitution or pass out from blood loss for 1d4+1 rounds. If this check is made, he must continue to check CON at a -1 for each time he is hit. Should the victom pass out, his CON temporarily lowers by 3. This lowering remains in effect for two days per 10 points of damage done by the blood wraith.

Blood wraiths are immune to normal weapons. An attack with such a weapon passes through its body inflicting no damage. However, the weapon emerges with a reddish color to it that cannot be simply wiped or polished away. It will wear off over approximately 3-4 weeks of use. Silver weapons cause only half normal damage. A bloodwraith regenerates hit points at a rate of 1 point every 6 hours. They are immune to to sleep, charm, hold, death and cold-based spells. They are immune to poison and paralyzation. A vial of holy water causes 1-6 points of damage. A raise dead spell will destroy a bloodwraith if a saving throw versus spell is failed.

Wraiths who have even a slight reddish tint give off a strong, coppery scent within 20 feet. Animals and experienced adventurers will notice the scent, and will recognize it for what it is; blood.

Bloodwraiths are turned as Vampires. Those near starvation are turned as ghosts.

Any human or demi-human killed by blood loss become a blood wraith within 8 hurs (5 hit dice) unless a remove curse, limited wish or wish spell is cast.

If the bloodwraith scores two consecutive critical hits (20 on an attack roll), it is assumed that the bloodwraith has pierced the chest cavity of it's victim and has wrapped it's hand around it's victim's heart. This inflicts 4d10 points of damage per round, and the bloodwraith enters a state of feeding ecstasy, where it lifts it's victim and spins with it's head thrown back and mouth open. During this, it's AC is 8, but it also regenerates hit points at the rate of 1/4 of it's lost hit points per round. This ecstasy lasts for 4 rounds, at which point the victim is drained fully and the bloodwraith is sated. If the blood wraith is undisturbed throughout the entire feeding, he emerges with full hit points.

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