Oludammi, and the Griffon's Territory

Oludammi, the Back-End of the Ass

Animal Aspirant, Crocodile

Will be described in the future Monsters.MD conversion.

Barbarians

Will be described in the future Monsters.MD conversion.

Death-Cleric Rukh-Vile

Init: +2; Atk: Staff +2 Melee (1d4); Crit III/1d10; AC 10; HD 3d8; MV 30’; Act 1d20; SP Magic, Grisly Demise: SV Fort +1, Ref +1, Will +2; AL L

Magic: Rukh-Vile can cast the spells Ray of Enfeeblement, Curse, and Spider Web with a result always being 16. There is a 4% chance that it fails with any single cast but may drain the life of any allied barbarian to make sure the spell succeeds.

Grisly Demise: Upon death the ground beneath Rukh-Vile opens up, and a serpent of terrible black flames drags him to an underworld unseen.  All ignitable things within 5’ catch fire. The fire deals 1d6 damage each round and naturally extinguishes on a roll of a 1.

Keep in mind these are dry grasslands.

Ghoul

Init: +2; Atk: Claw +3 Melee (1d3+Paralysis), Bite +1 Melee (1d7); Crit U/d8; AC 12 (tough skin); HD 3d5; MV 30’; Act 1d20; SP Undead Traits, Silence, Complex Origin: SV Fort +3, Ref +0, Will +0; AL C

Paralysis: A ghoul’s touch causes paralysis, rendering the victim immobile for 1d6 hours (DC 14 Will Save to avoid)

Undead Traits:  Entirely immune to paralysis, mind affecting spells, cold damage, and critical hits.

Silence: Ghouls make no noise while moving.

Complex Nature: There are many ways one could become a ghoul. Roll below to discover the types of ghouls.

1d10 Appearances

  1. Vulture headed humanoids.
  2. Normal, except for their black tongues.
  3. Dessicated humans, their taut skin hardly containing bones.
  4. The mouth continues, down past the neck all the way to the shoulders. Mouth lined with razorteeth.
  5. A circular bronze plate where a face should be.
  6. A bundle of bandages. On unravel it is clear all there is underneath are jaws and a black heart.
  7. The humanoid form fails as locust carapace burgeons from underneath.
  8. Where the fingers once were blood stained bronze blades cut their way out of the stumps.
  9. A flayed and bleeding thing. It doesn’t mind.
  10. Where eyes should be lies only more mouths.

1d6 Ghoulish Origins

  1. Betrayer.
  2. Ate human flesh to survive.
  3. Raised by a long dead sorcerer king.
  4. It was never human.
  5. Once used a magic weapon.
  6. Partially consumed by a ghoul.

Heavenly Warlord Nadromaean

Init: +6 (1d16); Atk: Battleaxe +1d8 Melee (1d10+1d8); Crit V/1d30; AC 14 (scalemail); HD 6d12; MV 25’; Act 1d20+1d16; SP Crit Range, Might Deeds: SV Fort +4, Ref +2, Will +2; AL C

Crit Range: Nadromaean crits on an 18-20.

Mighty Deeds: Nadromaean can use mighty deeds. Below is a mighty deed table for judge’s ease.

3) Leg Sweeper. The victim must make a Ref save against the attack roll to stay standing.

4) Whirling Chaos. The battle axe is a mighty arc. The attack can target up to three individuals in range, with damage distributed equally (any remaining damage after the division is inflicted towards the first target).

5) Heaven’s Warrior. All allied barbarians gain a +1 bonus to attack next round.

6) Maker of Mutes. The battleaxe catches the mouth. The tongue is destroyed.

7+) The Mightiest Blow. The battleaxe utterly destroys any armor worn. Wearers of magical armor may make a luck check with a d14 to avoid destruction.

Mask Society Member, Crocodile

Will be described in the future Monsters.MD conversion.

Mole-Men

Init: +0; Atk: Claw +2 Melee (1d6); Crit M/d8; AC 15 (tough skin); HD 2d7; MV 20’; Act 1d20; SP Blindsense: SV Fort +3, Ref +1, Will +1; AL N

Blindsense: Molemen can navigate entirely without sight via their keen hearing and ability to detect vibrations. Any attempt to Sneak Silently around them is made with a -8 penalty. If they are deafened they are treated as being blinded.

Priestly Butchers

As acolyte DCC RPG (pg 432)

Slave-Cultists

As peasant DCC RPG (pg 434)

The Eagle Fiend, Cyrruss

Will be described in the future Monsters.MD conversion.

Tiger

Init: +7; Atk: Claw +4 Melee (1d5+2), Bite +4 Melee (1d5/1d14); Crit M/d10; AC 12 (agility); HD 4d10; MV 60’; Act 1d20+1d14; SP Stealth, Sneak Attack: SV Fort +3, Ref +6, Will +0; AL N

Stealth: A tiger gains a +12 bonus to being hidden in underbrush.

Sneak Attack: If a tiger makes a bite attack against an unaware target it inflicts 1d14 damage.

Vision Bees

Will be described in the future Monsters.MD conversion.

The Griffon’s Territory

Dryads

Init: +0; Atk: Slam +3 Melee (1d8); Crit M/d8; AC 15 (Bark Skin); HD 3d10; MV 30’; Act 1d20; SP Enthralling: SV Fort +3, Ref +1, Will +2; AL C

Enthralling: Anyone attracted to women must make a DC 13 Will save upon seeing a dryad, on a failed save the beholder becomes hopelessly in love with the dryad and wishes to leave the world of man and wander into the woods.

Elves

Init: +1; Atk: Weapon +2 Melee; Crit II/d6; AC As Armor; HD 1d6; MV 30’; Act 1d20; SP Unearthly Allegiance: SV Fort +1, Ref +1, Will +1; AL C

Unearthly Allegiance: Elves can invoke a patron as determined by the judge. This starts as a 1d10 check but gains a +1d bonus to invoking for every other elf nearby.

Griffon

Init: +6; Atk: Claws +7 Melee (1d10), Bite +5 Melee (1d8); Crit M/d14; AC 16 (agility); HD 8d10; MV 40’ or 80’ fly; Act 1d20+1d20; SP Swooping, Variations: SV Fort +5, Ref +9, Will +3; AL N

Swooping: If the Griffon charges while flying the damage dice gains a +2d bonus.

Variations: Griffons have myriad forms, when encountering a griffon roll 1d5 on each chart to determine what constituent parts the beast is made of.

Bird

  1. Bearded Vulture. The griffon’s bite breaks bones on a damage roll of 6+, causing a permanent point of strength or agility loss, as the bone never heals right.
  2. Golden Eagle. The griffon gains a +1d bonus to saving throws vs magical effects.
  3. Osprey. The griffon can hover in place for a round while flying.
  4. Philippine Eagle. The griffon gains a +1d bonus to HD.
  5. Turkey Vulture. The griffon is immune to disease and poisons.

Cats

  1. Cheetah. The griffon’s speed is doubled.
  2. Cougar. The griffin counts as double its size when grappling. 
  3. Jaguar. The griffon gains a 50’ swim speed.
  4. Lion. The griffon makes morale checks with a +5 bonus.
  5. Tiger. The griffon gains a +3d bonus to damage die for sneak attacks.

Hollow Trees

Will be described in the future Monsters.MD conversion.

Men-of-the-Grove

Will be described in the future Monsters.MD conversion.

Mountain Ghost

Init: +15; Atk: Claws Unseen +2 Melee (1d8); Crit U/d6; AC 18 (impossible to see); HD 1d10; MV 40’ fly; Act 1d20; SP Undead Traits, Incorporeal, Fog of Undeath: SV Fort +2, Ref +7, Will +3; AL N

Undead Traits:  Entirely immune to paralysis, mind affecting spells, cold damage, critical hits, and non-magical weapons.

Incorporeal: The mountain ghost can move through solids as if they were air.

Fog of Undeath: A black cloud follows the mountain ghost, anyone nearby cannot see more than 15’.

Mummy

Init: -1; Atk: Throttle +2 Melee (1d4 cumulative); Crit U/d10; AC 18 (immunity to pain); HD 5d12; MV 20’; Act 1d24; SP Undead Traits, Mummy Rot, Stench of Death, Vulnerable to Fire, Death Feaster: SV Fort +5, Ref -2, Will +6; AL L

Undead Traits:  Entirely immune to paralysis, mind affecting spells, cold damage, and critical hits.

Mummy Rot: Any successful attack inflicts Mummy Rot, causing them to suffer 1 Stamina damage per day (DC 12 Fort save to avoid). This damage can only be healed via powerful magic.

Stench of Death: Anyone who angers the mummy begins to reek of death, unbeknownst to them. They suffer a -4 penalty to Personality checks for the following 6 days.

Vulnerable to Fire: A mummy takes double damage from fiery attacks.

Death Feaster: If something dies within 100’ of the mummy it gains 1’ of height and 1HD.

Sorcerer

Init: +0; Atk: Punch +1 Melee (1d3); Crit I/d6; AC 10; HD 2d4; MV 30’; Act 1d20; SP Unknown Spells, Peculiar Fate: SV Fort +1, Ref +1, Will +1; AL N.

Unknown Spells: The sorcerer knows 1d3 spells entirely unknown to the mages of the bronzelands. All spells are cast with a +4 bonus.

Peculiar Fate: Upon reaching 0 hp the sorcerer begins to boil as they turn to green smoke.

1d5 Spell Suggestions

  1. Elemental Wytchfire (Tales from the Magician’s Skill Volume 1), MM: 17 Stolen Knowledge. 1% chance the spell summons the queen of brands who attempt to steal it back. Daog’s Dying Wish (Goodman Games Yearbook 8 The Year That Shall Not Be Named), MM: 54 No change. Cosmic Lotus Magic (Supernatural Star Seeds Dice), MM 34 Thunderstruck. Lightning accompanies the casting of the spell.
  2. Arnhoult’s Sequestrious Digitalia (DCC Dying Earth), MM: 58. No Change. Houlart’s Visceral Pang (DCC Dying Earth), MM: 52. No Change. Inside Out and Over (DCC Dying Earth), MM: 1 At great cost. The casting of the spell kills one person known by the sorcerer.
  3. Personal Energy Attack (The Necromican, 1979), MM: 82 Terrible to Behold. A looming figure of pure darkness with piercing eyes appears over the sorcerer. Spell of Piercing Gaze (The Necromican, 1979), MM: 86 Mystic Twin. A face appears on the chest of the sorcerer for 1d3 rounds, it has it’s own 1d20 action die to cast spells. Sonic Scream (The Necromican, 1979), MM 79 Plague of Rats. Rats pour from the sorcerer’s robes, softening the next attack by 1d4 damage.
  4. Lightning Bug (Blackstaff’s Book of 1000 Spells, 2020) MM; Accidental Alchemist. One random item within 20’ turns to lead, another to gold. Spirit Mask (Blackstaff’s Book of 1000 Spells, 2020), MM: 34 Thunderstruck. Lightning accompanies the casting of the spell. Fog of Viscidity (Blackstaff’s Book of 1000 Spells, 2020), MM: Planar Blink. The sorcerer phases in and out of existence for 2 rounds, providing a +4 to AC and -4 to attacks. There is a 1% chance they are permanently phased.
  5. Cone of Air (Troika!), MM: 8 Count of 10. The sorcerer loses a finger every time they cast the spell, suffering -1 Agility for two fingers lost. Light (Troika!), MM: 25 Terror Inducing. All animals within 50’ of the sorcerer attempt to flee for 1d14 rounds. Tongue Twister (Troika!), MM: 82 Spell Killer. The casting of the spell drains the life force of a distant planet.

Edit: 7/4/2024. my lovely lovely friend Chaoclypse decided to draw some of the ghoul variations I described. They are included below. :)




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