Showing posts with label Monster Stats. Show all posts
Showing posts with label Monster Stats. Show all posts

Saturday, November 24, 2012

The Undead in the 17th Century - Skeletons

Skeleton
No. Encountered:  Varies
Movement:  120'
Size:  Man-sized
Armor Class:  7
Hit Dice:  1 (d8)
Attacks:  1
Damage:  1d6
Special Attacks: 
Special Defenses:  Vanity, Undead Resistances
Save:  Fighter 1
Morale: 12
Treasure:  TBD


Skeletons are the manifestation of vanity. They are walking corpses stripped of skin and muscle leaving just a frame of bone, sinew, and tendons. Skeletons cling to vanity even in death, clothing themselves in the finest linens they can find and bathing themselves in scented oils. Skeletons are driven by a malevolent spirit bent on destroying beauty.

Skeletons strike upon the Vanity of all who behold them as undead; Skeletons can pass for living beings from a distance. All must roll higher than their Charisma score on a D20 or flee in terror.

All undead are immune to charms, enchantments, sleep, and hold spells.

Saturday, November 5, 2011

The Undead in the 17th Century - Zombies

A fitting topic for a dead blog, right?

The undead mostly blow in D&D. This comes from the fact that all the undead tropes are familiar to players, both in style and mechanics. So no one is afraid of the undead and everyone knows how to leverage their strengths and weaknesses. Let's change that up a bit.

The undead have to be shrouded in the unknown in order to invoke any fear in the players. This means much more than just shuffling their abilities around or contriving new strengths and vulnerabilities for them. On a fundamental level, we have to strip the Cleric's ability to trivialize the undead. Then, we have to strip in-game and meta-game knowledge about the undead. From there, we can build undead foes while sprinkling in some of the (ir)rational fears that we share as people.

Let's take up that second item here with a look at zombies in the 17th century. All undead need to have some sort of 'fear aura' that eliminates the 'undead hunter' trope. You know, the expert in killing undead, of which there is invariably one hanging out in each town. Nearly every encounter with the undead should result in death or fear in order to maintain the milieu.

Monday, March 28, 2011

Generating a Goblin Tribe

Let's have our stat blocks go a little further, combining them with a method for generating war parties and whole tribes as a sort of monster gazette.

Goblin
No. Encountered:  5d6 (40d10)
Movement:  60'
Size:  Small (four and a half feet)
Armor Class:  7 (6 w/ shield, 4 w/ armor + shield)
Hit Dice:  1 (d6)
Attacks:  1
Damage:  by weapon (1d6 average)
Special Attacks:  None
Special Defenses:  None
Save:  Fighter
Morale: 6
Treasure: TBD

Goblins are semi-nomadic tribal creatures who stand taller than dwarves and are more solidly built than elves. They are green skinned due to their forest dwelling ancestry, but now make their home underground in rough terrain outside of settled areas. They have excellent night vision, twice that of humans. They subsist on a mix of limited farming and animal husbandry, scavenging, and raiding. They have no central leadership; any goblin may lead a war raiding party and the most successful raiders form a council for peace time decisions.

Goblins fight unarmored and with basic weapons. Spearmen arm themselves with short spear and wooden shield (AC 6). Javelin throwers are armed with Atlatl and 10 darts. Archers carry short bow and 12 arrows. Pikemen teams consist of two goblins wielding one pike. Braves carry two hand axes.

Raiding party. Goblins encountered outside the lair are led by a raiding leader and consist of equal parts spearmen (defensive action) or braves (raiding), javelin throwers, and archers. Ideally, they fight in successive skirmish lines, discharging ranged weapons and then falling back. Raiding parties prefer to avoid fights and rather plunder livestock, metal tools and weapons, and foodstuffs. Goblins raid by moonlight, leaving on foot and often returning on horseback driving livestock. They rarely fight on horseback instead using the animals for labor and food; goblins have a penchant for horseflesh.

In the lair. Goblins prefer to fight outside of their settlements. When their lairs are threatened, they attempt to screen their women who will hastily gather what they can and abandon the settlement. Being semi-nomadic, they are adept at moving entire villages and supply trains with surprising speed. Screening forces resemble raiding parties. Braves will arm themselves as pikemen and line behind spearmen supported by javelin throwers within the lair itself if the fight goes badly as a last ditch effort to buy time.

Tribe generation. For every 100 goblins there are:

5 leaders
20 braves
25 spearmen
25 javelin throwers
25 archers

All leaders can be a war party leader, fighting with an additional HD. 1 out of every 5 is an exceptional leader; a tribe's fiercest leader fights as a 2HD goblin plus an additional HD for every 100 members. A tribe of 200 goblins has a first level shaman, a tribe of 300+ has a 3rd level shaman and a 1st level shaman. The death of any leader will cause all goblins present to make a morale check at a penalty of +1.

Leaders are equipped with short sword and shield and a 50% chance of having metal armor (AC 4). These are both signs of wealth for the most successful of the tribe. For a settlement larger than 250 souls, one leader will fight from horseback wielding two matchlock pistols, metal armor, and a short sword and shield if dismounted.

Settlements consist of an additional, equal number of females who perform most of the village's labor. They do not go out on raids and are tasked with moving the settlement in the case of an attack. They can defend themselves as braves wielding knives instead of hand axes.

Treasure. System TBD.

Wednesday, March 23, 2011

Kobolds in Pagan Communities

Kobolds are helpful, somewhat mischievous house spirits that protect the homes of pagan believers. For Christian people who still cling to old pagan rituals and beliefs, kobolds tend to be mostly unseen, helping with household tasks or cleaning after the home is asleep. However, for those people who resisted Christianity, especially at the price of blood, and retained their pagan beliefs, kobolds play a much more direct role. In this case, kobolds manifest directly to their believers and help them not only maintain their livelihood but to also ward off foes.