Showing posts with label Critters. Show all posts
Showing posts with label Critters. Show all posts

Sunday, April 15, 2018

COSMIC SEAS 5E: ADRESHAN HADROSAUR RIDERS

Many spe cies of dinosaurs may be found on the many "Lost World" planets found across the Cosmic Seas, with many such creatures acting as mounts, beasts of burden, pets and war-beasts. The most often species used as war mounts and beasts of burden are the many species of Hadrosaurus. On the colony planet of Adreshan, one species of Hadrosaurus, the Parasaurolophus (crested lizard) in particular is very popular due to its social nature and loyalty to its rider once imprinted.

Parasaurolophus
Huge beast, unaligned
Armor Class 13 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 50 ft.
STR 17 (+3)  DEX 15 (+2)  CON 15 (+2) INT 2 (-4) WIS 14 (+2)  CHA 10 (+0)
Skills Perception +6
Senses passive Perception 16
Languages —
Challenge 1 (200 XP)
Keen Hearing. The parasaurolophus has advantage on Wisdom (Perception) checks that rely on hearing.

ACTIONS
Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 10 (2d8 + 3) bludgeoning damage.

Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

The parasaurolophus is a herbivorous duck-billed dinosaur with a distinctive crest on its head. This crest is hollow and can be used to create sound. These creatures cost 200 gp each and has a carrying capacity of 1,320 lb. Saddles for a Hadrosaurus of any species costs 60 gp and weighs 40 lb.

Wednesday, February 8, 2017

AMERU-KA 300: Giant Hamsters

Giant Hamster
Type: Animal
Size: Large
Hit Dice: 4 (30 hp)
Armor Class: 13
Attack: Bite +7 (2d8) or Trample (2d6)
Movement: 25 ft., Burrow 10 ft
Save: 15
Intelligence: Animal
Alignment: Neutral
No. Appearing: 1d4
XP/CL: 400/5

SA—Swallow Whole (pouch), Trample
SQ—Immunity (disease, parasites)

Giant hamsters are exactly what they sound like-cute but brown-bear-sized rodents with thick fur. They are found in lands with large numbers of gnomes (such as Tunkerton) and working on the tread-wheels of some Landships and Paddle-boats. Giant hamsters were initially bred by gnome magic-users for this purpose, and now these creatures are quite numerous. Giant hamsters come in a variety of colors, but are usually golden brown with white underbellies, bands, and spots. They are well muscled but appear fat. A giant hamster can store up to 200 lbs. of food in its cheeks.
Giant hamsters normally have only one mode of attack – a nasty bite. They avoid even this on most occasions, as domestic breeds are quite cowardly. However, wild breeds are more aggressive, and they briefly charge at anyone who approaches a burrow. Careless gnome (or other small person) handlers have sometimes been bitten and (on a successful attack roll of 19 or better) stuffed into a cheek pouch, from which the gnome may escape if he rolls a successful Saving throw or Escape Artist roll on a subsequent round. Trapped gnomes are merely covered in hamster spit, and are eventually spat out like old chewing gum when the hamster sees food.
A giant hamster may be purchased from a gnome breeder for 50gp. These creatures may be used as draft animals and mounts (using a special saddle and harness costing 4gp) by gnomes, but are too stupid for other races. A giant hamster can carry as much as a heavy warhorse. Giant hamsters eat twice the amount of feed per day as a horse, but can and will supplement during travel, eating trees, giant mushrooms, roots and grass. 


Giant Hamster Breeding
In the Post-Ragnarok land of Ameru-Ka, Giant Hamsters are the product of the gnomes of Tunkerton (New Branson). They were initially bred to develop a relatively passive creature large enough to wind up the giant rubber bands attached to the huge running wheels inside gnomish vehicles. The giant hamsters can run for hours inside their big wheels, producing considerable power. Many hamster ranches simply breed giant hamsters as livestock, as they have tasty meat.
These creatures breed prodigiously, producing several litters per year and reaching breeding adulthood in two years. A pack of giant hamsters will always have at least one female, with a 20% chance per adult female of 1d4 young being present and another 20% chance per adult female of 1d4 juveniles being present.  Gnomes are unable to figure out how to reduce their breeding rate, aside from separating the sexes (this conclusion was suggested after a 22-year-long research program that included five gnome fatalities).

Giant Hamster, Juvenile
Type: Animal Size: Medium Hit Dice: 2 (11hp) Armor Class: 13 Attack: Bite +2 (1d4) Movement: 20ft., Burrow 5ft Save: 16 Intelligence: Animal Alignment: Neutral No. Appearing: 1d4 per adult female XP/CL: 100/4 SQ—Immunity (disease, parasites)

Giant Hamster, Young
Type: Animal Size: Small Hit Dice: 1 (4hp) Armor Class: 13 Attack: Nil Movement: 10ft. Save: 16 Intelligence: Animal Alignment: Neutral No. Appearing: 1d4 per adult female XP/CL: 50/2
SQ—Immunity (disease, parasites)

Other Variations
Gnome hamster breeders are always trying to create new and exciting types of Giant Hamster. Some varieties of note are the Sabre-Tooth Giant Hamster, the Fire Breathing Giant Hamster, Armor Plated Giant Hamster and even the Colossal-sized Hamstersaurus Rex. 

Saturday, April 30, 2016

Mythos Space: The Thuum'ha of Ib

Thuum'ha (Ibians)
Type: Humanoid
Size: Small (2 1/2 to 3 feet)
Intelligence: Average
Hit Dice: 0
Armor Class: 13 (light armor)
Attacks: By weapon
Movement: 30/300
Saving Throws: F14, R 16, W16
Environment: Underground, spaceship, asteroid colony
No, Appearing: Team (2d12)
Alignment: Neutral
XP 25 (CL 0)
"The beings of Ib were in hue as green as the lake and the mists that rise above it.... They had bulging eyes, pouting, flabby lips, and curious ears, and were without voice." -H.P. Lovecraft, The Doom That Came to Sarnak
The Thuum'ha (also called Ibians) are a race of alien beings originally from a lost homeworld called Ib. They dwell almost entirely on starships and asteroid colonies, travelling endlessly and trading their advanced technology with other species. The Ibians are green or green-blue with large heads, bulging eyes and large lips. Their voices are pitched lower that human ears are accustomed, making them a race of low-talkers.
Thuum'ha civilization is centered around study, particularly psionic powers and technology that uses noetic energy. They are completely lacking in empathy for other species, but are nonetheless inquisitive, and so can make an accord with other races on this account. They are also deeply avaricious, and will do just about anything for a profit. These aliens build elaborate devices, cybernetics, starships and robots, but have also been known to experiment in arcane pursuits such as the making of undead or magical and techno-magical devices. They are also notorious slavers.
Ibians organize themselves into research teams of 1d20 x 20 scholars (usually Inventors or Psions) plus additional fighters equal to 100% of the scholars. For every 40 soldiers in a tribe, there is an additional sub-commander with 1 HD. Teams are led by scholars with 2 HD and 2d6 bodyguards with 1+1 HD each.

IBIANS CHARACTERS
Ibians modify their starting ability scores as follows: Str -2, Dex +1, Con -1, Int +1. They are small creatures but have a standard speed of 30 ft. per round. Ibians can see in darkness up to 120 feet and can operate in zero-gravity conditions without any penalty, including combat, saving throws and all task checks. Their rubbery flesh give them a natural +1 bonus to Armor Class. Ibians have a knack for swimming.
Ibians They speak Ibian and may also speak Elderian, Chinese and Naacal languages. They can advance in any class and can multi-class as fighter/scholars, scholar/rogues and fighter/rogues.

This material is using the Grit and Vigor roleplaying Game by John Stater

Friday, April 29, 2016

Mythos Space: Mandroids

Man-Droids
Type: Undead
Size: Medium
Intelligence: Low (5-7)
Hit Dice: 2
Movement: 45/220
Armor Class: 14
Attacks: 2 claws (1d3) or by weapon
Saving Throws: F15, R15, W12
Special: Cannibalization, immune to electricity, regeneration
Environment: Underground, sewers, industrial wasteland
No. Appearing: 1d8
Alignment: Chaotic Evil
XP Value: 200 (CL 3)

Mandroids are undead monstrosities that are the result of scientific and magical experiments gone awry. While they were once human, their beings have become mingled with cybernetic and robotic parts and they are now demented and evil. These creatures typically haunt the edges of industrial sites, the lower tiers of factory planets, sewers and mining colonies, looking for space parts. Mandroids know whatever languages they knew as human beings and 10% of them can communicate in the binary language of machines as well. It is not uncommon for the speech of a mandroid to be heavily accented or slurred by mechanical and electronic sounds.
When a mandroid slays a humanoid or android opponent, it can cannibalize the corpse for spare parts in the next round, adding the flesh and robot parts to its own body. For every three corpses a mandroid cannibalizes, it gains 1 Hit Die. The mandroid only advances by cannibalizing the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A mandroid that reaches 6 HD it becomes a Greater Mandroid. All mandroids can also attach cyborg and robot body parts in this fashion (VM's discretion).
A Greater Mandroid gains an AC of 21, and is immune to cold and radiation. They have all of the standard mandroid attacks, but 2d4 cybernetic implants (each with 1 or more enhancements). A greater mandroid can reach a maximum of 14 HD through cannibalizing. A humanoid or android slain by a greater mandroid (and not cannibalized) rises as a 2HD mandroid loyal to its creator. The new mandroid becomes an evil creature under the control of its master and murderer.

Dibs on the liver!
Note: These rules are designed for use with the excellent Grit and Vigor RPG by John Stater. Its an excellent game that is based off of the d20 system, but has a strong element of the grittier sort of "old-school" games. The Mandroids are from the 1985 animated film Starchaser: The Legend of Orin. A fun movie that sought to ride on the initial Star Wars craze.

Tuesday, April 26, 2016

Mythos Space: The Nug Soth of Yaddith

NUG-SOTH
Type: Monstrous Humanoid 
Size: Small (3’ tall) 
Intelligence: High (13-18) 
HD: 1
AC: 18 (Light armor and buckler)
ATK: Mind thrust and by weapon
MV: 20/60
SV: F 16, R 13, W 13
Environment: Any 
No. Appearing: Band (1d20)
Alignment: Neutral 
XP: 100 (CL 2)
"Without definite intention he was asking the PRESENCE for access to a dim, fantastic world whose five multi-coloured suns, alien constellations, dizzy black crags, clawed, tapir-snouted denizens, bizarre metal towers, unexplained tunnels, and cryptical floating cylinders had intruded again and again upon his slumbers... -H.P. Lovecraft & E. Hoffman Price, "Through the Gates Of the Silver Key"
The Nug Soth are an alien race originally from the long-lost planet Yaddith. They are vaguely humanoid beings with traits similar to mammals, reptiles, and insects. Nug Soth stand about 2½ tall and weigh between 30 and 35 pounds., they are yellow-green to dark brown in color and have a tapir-like snout. They are a curious, intelligent species that has colonized numerous worlds and can be found dwelling with or near human colonies. They have iridescent compound eyes. Nug Soth prefer to wear light clothing, and are sometimes content with just a sturdy harness. They speak their own language.
All Nug Soth suffer only 1/2 damage to acid and can use the mind thrust psychic power once per day. Nug Soth organize themselves into hives of 2d20 x 20 warriors and a number of non-combatants equal to 100% of the warriors. Hives have 4d6 giant bombardier beetles used as guard animals and mascots. For every 40 warriors in a hive, there is one leader with 3 HD. Hives with up to 200 warriors are led by a 4th to 7th level psion. Hives with more than 200 warriors are led by 5th to 8th level psion or occultist.
15% Light and buckler (AC 17), short sword, mk1 laser pistol
30% Medium armor and buckler (AC 18), short sword, mk1 laser pistol
35% Heavy armor and buckler (AC 18), vibro dagger
20% Giant beetle, heavy armorand shield (AC 19), vibro dagger, mk1 laser pistol
Spells: 1/day–mind thrust. Special Qualities: Resistance to energy (acid)

NUG-SOTH AS CHARACTERS
Nug Soth modify their starting ability scores as follows: Int +1, Str -1, Wis -1. They have base land speed of 20 ft. and a +2 bonus to AC from their chitin, which also gives them 50% resistance to acid. Their compound eyes give them a knack for finding secret doors. Nug Soth characters retain the ability to cast mind thrust once per day. Nug Soth speak English and Nug Soth. They might also speak Chinese, Cthuloi, Enochian, French, Latin and the language of insects. Nug Soth can advance in any class, and can multiclass as scholar/rogues and fighter/rogues. Whatever class or classes they pursue, they can only advance to a maximum of 9th level.

IN MYTHOS SPACE
The Nug Soth are an ancient, space-faring people from the planet Yaddith. These insectoid beings have colonies across the stars, often sharing worlds with Terran species. Ages ago, Yaddith was invaded by the Dholes, subterranean monsters distantly related to the Pnathian Deathworm but far more intelligent and more powerful. The Nug-Soth sought a way to prevent the destruction of their planet's crust by the Dholes, but to no avail. Eventually, the Dholes overwhelmed them and destroyed the Nug-Soth's civilization. Survivors of the catastrophe escaped, however, and hid on various planets.
As a species, most Nug Soth have lost their formerly space-faring culture, clinging to survival amidst many far-flung colonies across space. The Nug Soth priest caste is composed of Psions (Scholar sub-class), who maintain the races remaining technology, history and culture. 
Colonial efforts of the Tsan-Chan Empire and its corporate states have not been kind to Nug Soth colonies, generally conquering the Nug Soth populace and using them as cheap labor.

Saturday, April 23, 2016

Mythos Space: The Pnathian Deathworm

PNATHIAN DEATHWORM
Type: Vermin
Size: Large (12-22’ long, 133 lb.)
Intelligence: Non (0)
Hit Dice: 5
Movement: 50/550 (Burrow 20, Climb 30)
Armor Class: 14
Attacks: bite (2d6)
Saving Throws: F 10, R 13, W 13
Environment: Underground, Sewers, Swamps
No. Appearing: Bundle (1d6)
XP Value: 500 (CL 6)
"Now Carter knew from a certain source that he was in the vale of Pnath, where crawl and burrow the enormous bholes; but he did not know what to expect, because no one has ever seen a bhole, or even guessed what such a thing may be like. Bholes are known only by dim rumour from the rustling they make amongst mountains of bones and the slimy touch they have when they wriggle past one. They cannot be seen because they creep only in the dark." - H. P. Lovecraft, The Dream-Quest of Unknown Kadath.
Also known as a Bhole, the Pnathian Deathworm is a vicious predator and scavenger that is a frequent threat to explorers and colonists on numerous planets and moons. Pnathian Deathworms were first encountered in the subterranean tunnels of the Moon of Pnath, but can theoretically be found on any world that supports a carbon-based ecosystem. When a Pnathian Deathworm finds prey, it shoots its jaws out at the end of its reversible throat, allowing it an extra 5-ft. reach. For those not practiced in fighting deathworms, this attack gains a +5 bonus to hit. The jaws are quite powerful, and are capable of crushing weapons and armor. Any time a deathworm's attack fails by no more than 2 points, the target must pass a Reflex save or the worm's attack is treated as a sundering attack against their equipment, in the following order: Shield, weapon, armor, cybernetics.  In systems without rules for sundering attack, simply force the target's equipment to pass an item saving throw, or the target to pass a save vs. paralysis, or be destroyed.
Special Qualities: Blindsight, immunity to poison or disease, resistance to acid and cold.

IN MYTHOS SPACE
Pnathian Deathworm's are a menace to colonists across settled space, particularly in mining colonies whose delving bring them into the territory of these creatures. It is believed that these creatures share a planet of origin with the Nug Soth, who hunt deathworms as a source of food (and vice-versa). These monsters reproduce asexually, and "bud" in response to an abundance of food, quickly growing in number until food is depleted. If no food is available, these creatures will go into hibernation that can last for centuries.

Note: These rules are designed for use with the excellent Grit and Vigor RPG by John Stater. Its an excellent game that is based off of the d20 system, but has a strong element of the grittier sort of "old-school" games.

Thursday, February 11, 2016

Mythos Space: Wenelian Pirates


Wenelian Pirate
Type: Aberration
Size: Small
Intelligence: High (14-16)
Hit Dice: 1
Movement: Fly 120
Armor Class: 13
Attacks: 1 (calcite snout dart)
Special: Immune to cold and poison
Saving Throws: F, R, W
Environment: Any
No. Appearing: 2d6 (1d6 x 10)
XP Value:

The Wenelian Pirates are bizarre alien raiders from the planet Yundu. They rarely come to Terran controlled space, but are fierce and ruthless when they do, riding their horrifying and deadly Starbeasts, and raiding colonies and taking slaves for some dark purpose. The Wenelian bodies are bloated, sausage like tubes, beautifully coloured in shades of golden yellow, mouse grey, ochre, and emerald, which they can contract and extend like a leech. At the head of the body is a wrinkled tubular proboscis. A pair of ear-like fins sits above this snout, and a pair of long eye-stalks. The Wenelians are a species that floats, writhing along above the ground.
The Wenelians primary weapon is a tiny calcite dart fired with amazing force from their tubular proboscis. This dart has a range of 20/40/60 and deal 1d8 damage. There is no ammo rating for the darts, the Wenelians somehow create it in their alien bodies in an unlimited amount.
The Wenelians are technologically advanced and can be expected to have access to all manner of gear. They have a particular love of poison gas (as they are immune). Wenelian Pirate raiding parties include 1d6 x 10 warriors plus additional non-combatants equal to 100% of the warriors and 1d6 Wenelian Starbeasts (see below. For every 20 Wenelian Pirates there is a sub-chief with 3 HD. Raiding Parties are commanded by a 7 HD chief who has a bodyguard of 2d10 elite Wenelian Pirate warriors with 5 HD and maximum hit points.


Wenelian Starbeast
Type: Monstrous Beast
Size: Huge (50-70’ tall, 100-200 tons)
Intelligence: Low (3-8)
Hit Dice: 30
Movement: 20/80, or fly 150' (in space 300k mph)
Armor Class: 26 (DR 15)
Attacks: Bite (4d10 + swallow whole) and 2 wing buffets (3d6)
Saving Throws: F3, R3, W3
Special: Immune to fire, disease, radiation, energy drain and poison, psychic power resistance 95%, regenerate
Environment: Space, Hyperspace
No. Appearing: 1 (plus 1d6 Wenelian Pirates)
Alignment: Neutral
XP Value: 15,000 (CL 33)

A Wenelian Starbeast is a great glowing green quadruped thing. It has vast bat-wings and stands more than 50-70’ at the shoulder. The monsters serve as mounts for the Wenelian Pirates who fly them through the void of space to attack and raid other worlds.
The monster attacks by buffeting opponents with its wings and sucking everything in its path into its massive vacuuming maw. Those hit by its wings (normal attack roll) take 3d6 damage. As it is beating its foes with its wings, everything in a 100’ radius in front of its mouth must make a Ref save (or piloting check) to avoid being sucked into the creature’s gullet. Everyone and everything sucked inside the creature, the victim suffers 4d10 of bite damage plus an equal amount of acid damage each round. The beasts are stupid, and may suck in inanimate objects, starships (Huge or smaller) small buildings, and even an occasional unfortunate Wenelian Pirate who gets too close to the mouth.
A starbeasts rubbery flesh is exceptionally tough and reflective, deflecting all rays (magical or scientific). There is a 30% chance of reflecting any such effect back at the user; otherwise, it is merely negated. A starbeast regenerates even if it fails a saving throw against an instant death effect. If a starbeast loses a limb or body part, the lost portion regrows in 1d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Wenelian Pirate Howdah 
The howdah mounted on the back of a starbeast is effectively a small starship that can house 2d6 Wenelian Pirates or 1d4 humans comfortably. Anyone piloting a howdah can compel the starbeast it is attached to to attack, fly or enter Hyperspace on a successful Pilot Aircraft check.

Thursday, December 4, 2014

Kaeru Sama Frog Spirits

Kaeru-Sama (frog-spirit)
Medium Humanoid, Neutral (CN), Average Intelligence; Gang (1d10)
HD 2
Kaeru-Sama Fighter
AC 13 (buckler)
ATK By weapon
MV 20 (Swim 40)
SV F 12, R 15, W 15
XP 100 (CL 2)
Kaeru-Sama or Kaeru are bipedal frog-men, normally about 4 ft. tall, but with some growing as large as 6 ft. They can leap as far as 30 ft. to attack, gaining a tactical advantage and inflicting double damage that round.
Because of their skin color changes to match their surroundings, they surprise on a roll of 1-4 on 1d6 in wetlands and woodlands. They speak their own language.
Kaeru organize in clans of 1d4 x 20 warriors plus non-combatants equal to 100% of the warriors. For every twenty warriors, there is one kaeru sub-chief with 3 HD. If a clan has more than 40 warriors, it is
commanded by a chief with 4 HD; otherwise, one of the sub-chiefs commands the clan. The composition of a kaeru army can be determined randomly.
35% Short bow, spear
35% Buckler (AC 13), short sword, 3 javelins
20% Leather armor and buckler (AC 15), spear, long sword or katana
10% Leather and shield (AC 16), spear, 3 javelins, giant snail

KAERU CHARACTERS
Kaeru adjust their starting ability scores as follows: Dexterity +1, Intelligence -1 and Charisma -1. Kaeru can leap as far as 30 ft. to attack, gaining a tactical advantage and inflicting double damage that round, essentially using it as a charge attack that does not require them to move at least 30 feet. As with all charges, they suffer the normal penalty to AC when charging. Because of their skin color changes to match their surroundings, they surprise on a roll of 1-4 on 1d6 in wetlands and woodlands. Kaeru can multi-lass as cleric/sorcerers, fighter/sorcerers and sorcerer/thieves. They speak Kaeru may also speak Aquan, Draconic, Oni and Yokai.

IN THE WESTERN LANDS
Kaeru can be found in lands along lakes, rivers and swamps. Though Kaeru will gather into small communities of their own, they generally prefer to join human communities whenever possible. These frog people are regularly employed by human lords as dock-workers, boat tenders and in the maintenance of drainage systems. The Kaeru seem not to mind in the least. When working as mercenaries, Kaeru are often employed in sneak attacks or guerilla actions.

Friday, January 17, 2014

Brain-Lords of Cymradia

Stamina: 40
Protection: 2
Hit: 9 (+1)
Attacks: 1 Laser Pistol
Damage: 2d6
Speed: 60'
Stage: Advanced
Size: 4’ tall
Defenses: E:7/M:10/R:8/S:8/T:7
Level: 4
"If you find our methods ruthless, it is because our needs are desperate!" 
The planet Cymradia is ruled by the Cymradian Brain-Lords. They are highly intelligent and technologically advanced humanoids standing around 4 feet tall, with massive heads. However, they are a dying race, looking for new bodies. They initiated Project: Survival in which they have been abducting and tested various humanoid species from throughout the galaxy, in search of the most durable and compatible bodies to serve as hosts to their minds. They have succeeded in both transferring their heads onto larger humanoid bodies, and transplanting their brains into humanoid skulls.
In addition to their advanced biological technology, the Brain Lords possessed ships capable of nearly instant intergalactic travel, tractor beams, teleportation devices, powerful ray guns, and equipment capable of monitoring all of their subjects vitals from interstellar distances.
Brain Lords never fail a Medicine or Science test, always succeeding in any attempt to understand and use even unfamiliar technology or treat unknown medical subjects. This mastery has allowed them to create marvels of science and genetics including (but not limited to) Synthopoids. Furthermore all Brain Lords are powerful psychics, able to hear the thoughts of others when the Brain Lord concentrates on them. The target needs to make a defense test for mind or risk being probed. This power also allows the Brain Lord to speak any language.

Uses in Atomic Age
Brain Lords make for excellent foes. However they need not by merely cackling villains. These villains make excellent merchants, arms dealers and purchasers of rare materials. The Brain Lords interest in test subjects and strange life-forms make them excellent benefactors and business contacts for clever (and morally suspect) adventurers.
In the Atomic Age setting, the Brain Lords are a minor nuisance. During the war with the Voltamen the Brain Lords acted as arms dealers, and even now are known primarily through criminal organizations. Politically, the Brain Lords have absolutely no interest in joining the United Planets, preferring to remain an outlaw species.


Synthopoids
Stamina: 110
Protection: 8
Hit: 6 (+4)
Attacks: 2 Punch's or 1 weapon
Damage: 1d6+3 or weapon
Speed: 120'
Stage: Primitive
Size: 7’ tall
Defenses: E: 12/M:4/R: 9/S: 12/T: 12
Level: 10

The Brain Lords have built "Synthopoids" which are powerful creatures, standing about 7 feet tall, designed to perform physical labor. They are slaves to the telepathic signals of their creators having no real will of their own. The Brain Lords supply Synthopoids with whatever technological devices that they need to succeed in their efforts. Such devices typically include anti-gravity belts (treat as a jetpack but much smaller), invisibility drugs, and other marvels. Synthopoid skin is so tough that they have no need of clothing or footwear, and can even function in space without a suit as long as they have a supply of air.
The Brain Lords use Synthopoids as laborers, soldiers and all-around servants. Synthopoids have little sense of self, fearlessly obeying their masters without any real thought of self preservation.


Cymradia (Planet)
Cymradia is a planet covered with forests and swamps, and surrounded by purple mists in its atmosphere. It is home of Cymrad City, a massive technological marvel built by the Brain-Lords of Cymradia. They call it the "pearl of the cosmos." The planet is also home to tribes of the intelligent Arborotes, primitive humanoids with purple fur and prhensile tails, who live in the forests.
The forests and rivers of Cymradia are inhabited by many unusual species including pyro-spores (fiery worms) and large dinosaur like creatures, including the lizard-birds in the air and huge alligator and octopus-like creatures in the water. There are also huge insect-like creatures, including Spidrons, butterfly/moth-like creatures and giant dragonfly-like creatures.
Cymrad City is not known for its warmth or hospitality, but wealthy or otherwise useful visitors can find it a useful stop. The Brian Lords technology make it an appealing stop for those interested in advanced or black market technology. Also, the ecosystem of Cymradia is very appealing to botanists and big game hunters.

This article and the Atomic Age setting is using the Space Ryft RPG rules. It is an "old-School" style rpg that is fairly rules light and rather deadly. The Brain Lords, Synthopoids and the Planet of Cymradia first appeared in  Planet Comics #43 (July, 1946) and were featured in a story ark that continued for eleven more issues. 

Wednesday, November 27, 2013

Atomic Dawn: Kaiju!

Kaiju 
"Monsters are tragic beings. They are born too tall, too strong, too heavy. They are not evil by choice. That is their tragedy. They do not attack people because they want to, but because of their size and strength, mankind has no other choice but to defend himself. After several stories such as this, people end up having a kind of affection for the monsters. They end up caring about them." 
-Ishiro Honda
Kaiju (怪獣 kaijū?) is a Japanese word that literally translates to "strange creature". However, the word kaiju has come to refer to a type of enormous monster spawned from the terrible energies of the Apocalypse. Atomic fallout, chemical and biological poisons, cybernetics, genetic engineering and cosmic radiation all have their role in the creation of these monsters. They are diverse in form and abilities, and although the ones presented here are mainly Kaiju breeds, many unique kaiju (called Daikaiju) exist as well. Daikaiju (大怪獣 daikaijū?, giant kaiju) are the largest of their kind and are always unique and very powerful.
All Kaiju are at least fifty feet in length and possess a minimum of 15 Hit Dice. Kaiju vary in their abilities and weakness, but have some abilities or immunities in common. All kaiju have the following common mutations:
Gigantism (Titanic): Fifty feet or more and very heavy and strong.
Natural Armor (Super-Heavy): Kaiju have a minimum AC of 0.
Reflective Epidermis (choose energy type)
Fairly common mutations of Daikaiju (in addition to the above) are:
Complete Wing Development
Control Weather 
Damage Turning
Dermal Poison Slime
Dual Headed
Energy Beam 
Flight, Psionic
Force Screen
Plane Shift


Articles to Come!
In the weeks to come I will be detailing some additional aspects of my Atomic Dawn campaign setting. Notably additional aspects of the Alamo Empire, Monsters, Factions and especially Kaiju!

So stay tuned!

Monday, July 15, 2013

Pangea: Man-Kin Monster Stats Pt 1

Front to back; Awani, Ruhin, Dakkati, and Kabiri.
Pangea is a vast, mostly untamed world with only small enclaves of civilization, often closed off from the modern world. Ancient races, many of whom are pre-human and hostile, force the varying races of man and man-kin into close proximity. This closeness in many cases causes distrust and hostility, but can also make for intriguing dynamics of family and friends (or at least allies of necessity).
So I have written up the not-strictly-human races of man-kin as monsters for use by the GM. More to come.

AWANI
Medium Humanoid, Chaotic (CN), Low Intelligence; Squad (1d20)*
HD: 1
AC: 14 (cured hide and shield)
ATK: By weapon
MV: 30
SV: F 13, R 15, W 16
XP: 50 (CL 1)
The Awani are a primitive race of people closely related to both the Adamu and Kabiri. Awani are as tall or taller than the Adamu, averaging six feet in height in males and five and a half feet tall in females. Awani have ape-like faces, with heavy brows and large jaws. The Awani are a brutish, short-sighted people who prefer violence and action to higher pursuits, and are notorious as raiders and thieves. On their own they live simple lives of hunter-gatherers, but will take on a raiding culture when they encounter other people who are weaker than themselves.
Awani are organized into tribes of 1d10 x 30 warriors plus non-combatants equal to 150% of the warriors. The tribe has one additional 2 HD sub-chief for every 30 warriors and is led by a 3 HD chief who keeps a personal bodyguard of 5d6 2 HD warriors. There is a 50% chance that a family of 1d4 kabiri dwells with the awani.

More information on the Awani can be found in Races Pt 2.

DAKKATI (Homo sapiens neanderthalensi)
Medium Humanoid, Neutral (N), Average Intelligence; Band (1d12)*
HD: 2
AC: 12
ATK: By weapon
MV: 30
SV: F 12, R 15, W 15
XP: 100 (CL 2)
The Dakkati are an ancient people who dwell in the wild mountains and in cold lands. They are renowned hunters, survivors and regarded as nearly magically skilled at working stone, bone and ivory. Dakkati are considered short by Adamu standards, ranging between five and five and a half feet in height, but very stocky and with thick bones.
Dakkati organize into clans of 1d10 x 20 warriors and additional non-combatants equal to 3 times the number of warriors. For every 20 warriors, there is an additional sub-chief with 3 HD. Clans are commanded by chiefs with 4 HD, and usually keep 3d6 dogs as hunting companions and guard animals.

More information on the Dakkati can be found in Races.

KABIRI (Meganthropus)
Large Giant, Chaotic (CN), Low Intelligence; Band (1d8)
HD: 4
AC: 16
ATK: Slam (1d6) or by weapon
MV: 40
SV: F 10, R 14, W 15
XP: 200 (CL 4)
The Kabiri are a race of hairy giants who dwell in the hills and mountains. They are kin of the great Giants, though this relationship is strained at best, with only Hill Giants, Ettins and other brutish giant-kin having any sense of kinship with the Kibiri. When standing fully erect, an adult Kabiri stand from eight to ten feet in height on thick, short legs. Their powerful arms are slightly longer than their legs, this along with their brutish jaws and low brows give them an ape-like appearance.
Kabiri are not liked by most other races, largely due to the Kabiris huge appetites and predilection to stealing livestock and violent natures. Most Kabiri live in wild tribes or among mixed bands of bandits, especially Awani, where their great strength comes in handy.

More information on the Kabiri can be found in Races

RUHIN (Homo floresiensis)
Small Humanoid, Neutral (N), Average Intelligence; Gang (1d10)*
HD: 0
AC: 13 (leather armor and buckler)
ATK: By weapon
MV: 20
SV: F 14, R 16, W 16
XP: 25 (CL 0)
The Ruhin are a small race of people that share a close relation to the Awani and distantly to Adamu. Ruhin average only three feet in height and have a distinctly ape-like look. Despite appearances the Ruhin are a cunning and organized people that are excellent trackers, hunters and thieves. These skills serve them well in the wild and in dealing with other peoples.
Ruhin tribes include 1d20 x 20 warriors plus additional non-combatants equal to 100% of the warriors and 6d6 giant monitors. For every 40 ruhin there is a sub-chief with 1 HD. Tribes are commanded by a 3 HD chief who has a bodyguard of 2d10 elite ruhin warriors with maximum hit points. The usual composition of a ruhin army is as follows:
35% Leather and buckler (AC 13), club, 3 darts
25% Leather and buckler (AC 13), short bow, club
15% Leather armor (AC 12), heavy flail
10% Cured hide (AC 15), spear
10% Leather (AC 12), short bow, dagger, giant monitor lizard
5% Studded leather and shield (AC 15), light mace, giant monitor lizard

More information on the Awani can be found in Races Pt 2.

Thursday, June 6, 2013

Pangea: Dogu Armor Sketches

All manner of strange beings and persons turn up in my sketchbook. So I will be posting sketches more often, both as an exercise for myself and to cue you into the whirling chaos that is my brain. Today I have a couple sketches suitable to inclusion into the world of Pangea. 
In coming up with wonders to fill the lands of Pangea, a number of strange creatures and magics come to mind. One interesting device/creature of Pangea are the Dogu. The Dogu are a kind of wondrous item created by the wizards of Artelmis (see Campaign Region) for use in labor and in warfare. These will be further expanded upon and detailed soon.
Above we see one model of Dogu and a Adamu Magic User for size comparison. 
And here we have another type or model of Dogu. 


Wednesday, June 5, 2013

Pangea: Blem-Yae Golems

The Blem-Yae are magically animated statues created solely by the priests of The Church of Heaven. Unlike Golems, Blem-Yea are animated by the spirits of willing sacrifices chosen from amogst the Church's acolytes. This means that Blem-Yea have no chance of going “berserk,” and that they can learn and adapt. The Church uses them as elite servants and soldiers in their struggle against the forces of darkness and as guardians of the High Temple at Mt. Meru.

Nohock
Medium Construct, Lawful (LN), Average Intelligence, Squad (1d4)
HD 8
AC 18
ATK  2 fists (2d6), or by weapon +2
MV 40 (Burrow 10)
SV F 6, R 9, W 14
XP 900 (CL 10)

The Nohock Blem-Yea is a squat, hefty type of construct, made of dense stone weighing 1,000 pounds and standing 6ft in height. Nohock Blem-Yea are animated with the spirits of mason-acolytes in service to the Gods Of Meru, and continue as great crafters of stone. Treat all Nohock Blem-Yea as Engineers (see page 41 of the Blood & Treasure PHB). All Blem-Yea are under the permanant effects of a free action spell, allowing them to move and attack normally even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. Grapple attacks against the subject always fail and escapes by the Blem-Yea succeed.
All Nohock Blem-Yea are extremely strong, able to move huge stones and even burrow through solid stone using their magically augmented hands. In their service to Meru, Nohock Blem-Yea construct temples and waterways, excavate tunnels, and lay siege to enemies of the faith. A common trick in war is when a Nohock burrows under the walls of an enemy encampment, collapsing enemy structures before emerging and attacking "soft" targets with their huge fists.
Special Qualities: Magic resistance 20%, permanent free action
Spells: At will- detect magic, guidance, mending, stone shape, 3/day- detect undead, divine favor, magic stone, 2/day- hold person, strength, 1/day- meld into stone, earthquake

Seeb
Medium Construct, Lawful (LN), Average Intelligence, Squad (1d4)
HD 8
AC 18
ATK 2 fists (1d10) or by weapon +1
MV 60
SV F 8, R 8, W 14
XP 900 (CL 10)

The Seeb Blem-Yea is a tall, agile construct, made of magically lightened stone, weighing 600 pounds and standing 7 1/2 feet in height. Seeb Blem-Yea are animated with the spirits of messenger-acolytes in service to the Gods Of Meru, and continue as messengers and spies in the service of Meru. Treat all Seeb ck Blem-Yea as Rogues (see page 41 of the Blood & Treasure PHB). All Blem-Yea are under the permanant effects of a free action spell, allowing them to move and attack normally even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. Grapple attacks against the subject always fail and escapes by the Blem-Yea succeed.
All Seeb Blem-Yea are fast, able to cover large stretches of territory with a eerie speed despite their stone construction. These constructs act as spies, messengers, and witch-hunters for the High Priests of Meru. Those being hunted by a Seeb have much to fear, as the tracking skills and magical abilities of these creatures is terrible to behold.
Special Qualities: Magic resistance 20%, permanent free action
Spells: At will- detect magic, find the path, mending, virtue, 3/day- comprehend languages, divine favor, random action, 2/day- augury, dexterity, 1/day- haste, locate object


Friday, March 15, 2013

Pangea: Buyan Longneck

Huge Animal, Neutral (N), Animal Intelligence; Herd (1d8)
HD 16
AC 18
ATK Talons (2d6), or trample (2d10)
MV 40
SV F 3, R 5, W 10
XP 1,600 (CL 17)
The Buyan Longneck is a species of dragon* that is widely domesticated for use in heavy labor and in warfare. These creatures have the typical body shape of a plant-eating dragon: a small skull, a long and flexible neck, a stocky body and a long, mobile tail. The arms of the Buyan Longneck are short though strongly built, with hands adapted for powerful grasping. These creatures can grow to a length of 25 to 30 feet in length and weigh around 13,000 to 16,000 pounds. It is believed by sages to be distantly related to the immense Thunderbeasts of the southern forests and plains, but is far more trainable.
Riders of a Buyan Longneck report that these creatures can be cantankerous, but with proper care and patience during training, they can be loyal and clever mounts. Buyan Longneck eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a Buyan Longneck.

*Dragon is a general term for "Huge Reptile" in Pangea. All dinosaur species are considered to be "dragons" while the fire-breathing type of dragon is considered the stuff of wild stories.

Friday, December 21, 2012

Decapodians

No. Enc.: 1d4
Alignment: Lawful
Movement: 90' (30'), swim 150' (50')
Armor Class: 4
Hit Dice: 9
Attacks: 2 (2 pincers)
Damage: 2d6/2d6
Save: L12
Morale: 7
Hoard Class: III, IV, IX, XXI
The Decapodians are a race of sapient, lobster-like creatures from Decapod 10. Like lobsters or crabs on Earth, Decapodians have no bones. Instead they have an exoskeleton—a hard, chitinous shell which gives their body the rigidity needed to move about. They may vary in colour from pink, red, or brown, and all hues in between. They have claws instead of hands and feet, and have a row of four small finger-like flaps that cover their mouths. Decapodians are very strong, and their claws are sharp enough to cut steel bars and similarly hard things. Decapodians are cold-blooded, the blood appears to be light purple in color. When in danger, a decapodian can spray a 20’ radius cloud of black ink to obscure its escape. This defense is only truly effective underwater, as online it only manages to make a mess rather than an effective defense.
Decapodians are a species that can survive in or out of the water, though they prefer hot, damp environments and despise the cold. These creatures have taken up residence in the coastal seas where they harvest sea life for food, and conduct medical and genetic experiments upon Earth life-forms. It is believed that a number of the aquatic monsters and races of the Mutant Future are the result of Decapodian experimentation. Cephalapoids and Fishmen are often found in large numbers near or around Decapodian controlled regions.
Mutations: Bizarre Appearance (all non-aquatic creatures find them disturbing), Natural Armor (heavy), Pain Insensitivity, Xenomorphism (Gills), plus 1d4 Mental Mutations.

Decapodian (Race)
Hit Dice: 1d6 per point of CON
Mutations: Bizarre Appearance (all non-aquatic creatures find them disturbing), Natural Armor (heavy), Pain Insensitivity, Xenomorphism (Gills), plus 1d4 Mental Mutations.
Decapodians are an alien race from the distant world of Decapod 10. Decapodians are essentially humanoid crustaceans, they have an exoskeleton shell, claws for hands, four seemingly prehensile appendages above their mouths and no hair. They аlso possess a fin-like crest that appears when they are enraged or aroused, as well as an ink gland similar to the Earth octopus. They are capable of breathing air and water, so in the rare event that they retreat, they will often head toward the nearest body of water. They walk awkwardly on land (at 90’ (30’)), but are natural swimmers (150' (50'). They have an extremely tough exoskeleton and powerful claws that deal 2d6/2d6 damage, and are able to cut steel bars and similarly hard things.
Decapodians are generally disliked except among each other. They are odd, smell unpleasant, and have a habit of trying to eat anything organic they come upon. Despite this, most Decapodians are decent and friendly beings who go out of their way to be helpful. However, if angered a Decapodian is a relentless and dangerous enemy, capable of shrugging off all but the deadliest attacks.


Decapodian Technology
All Decapodian technology is at least partially alive, and shared some features in common with sea life.However, Decapodians do not share a sense of aesthetics with most humankind, and their devices look weird or even frightening to Earth beings.

Decapodian Sedan

The Decapodian Sedan is a versatile vehicle designed to carry passengers across all types of terrain. The Decapodian Sedan resembles an automobile, but instead of wheels possesses crab-like legs that are capable of moving at considerable speed. These vessels can travel across wasteland, rocky hills, sand, swamp and even along the bottom of the sea.
Since coming to Earth, Decapodians have been using these vessels to explore the seas and coast. The arrival of these crab-like vehicles has caused quite a stir in those who have not seen them before. Decapodian car salesmen are beginning to make themselves known, selling these vehicles for a mere 1,000gp (or equivalent weight in Krill).
Required Crew: 1
Top Speed: 125 mph
Cargo: 3 passengers plus 500 lbs in trunk
Structural Hit Points: 40
Armor: Advanced Ceramics (AC 4)
Weaponry: None

Decapodian Warships 
The Decapodian Warship resembles a giant metalic lobster. Its weaponry consists of a disintegrator cannon and its massive claws which are capable of shredding star-ship hulls with startling ease. As with all Decapodian technology, the Warship is capable of operating in space and in the deepest ocean.
These vessels have been seen flying over coastal waters, usually about to submerge or taking off from an underwater location. It is believed that underwater caves house hangers for these vessels, connected to similarly hidden bases. 
Required Crew: 10
Top Speed: 600 mph, swim 300mph, crawl 250 mph
Cargo: 10 passengers plus 2,000 lbs. freight
Structural Hit Points: 400
Armor: Decapodian Composite (AC -2)
Accessories: Class V Sensors, Comm Unit, Inertial Inhibitor, Hyperdrive (Plane Shift), Robot Repair Unit
Weaponry: Two Claws: 10d6+12 damage each, disintegrator cannon (10d10+)

Mobile Oppression Palace (MOP)
The Mobile Oppression Palace is used by the Decapodians as a mobile base or operations and a massive war machine. A Mobile Oppression Palace can function in any environment, from the airless void of space, to the deepest seas. While moving in water, the MOP moves at twice its land speed, allowing it to traverse the deep swiftly.
The interior of a Mobile Oppression Palace should be treated as a small fortified town, having multiple floors, rooms and encounters. The palace itself will be well stocked with equipment, weapons, and specialized gear for aiding the aliens in their efforts on Earth. Guards, guardian beasts and robotic servants will all be in great abundance.
Required Crew: 40 (max. 61)
Top Speed: 30 mph, swim 60 mph
Cargo: 72 passengers plus 8,200 lbs. freight
Structural Hit Points: 600
Armor: Decapodian Composite (AC -2)
Accessories: Class VI Sensors, Inertial Inhibitor, Robot Repair Unit
Weaponry: Two Claws: 10d6+12 damage each. Twelve missile launchers in four batteries of three each (two batteries forward, two aft, located dorsally and ventrally), see Mutant Future Page 121 for damage and range.

Tuesday, April 12, 2011

Atomic Dawn: Dinosaurs!



















Since the days of the Apocalypse, the world has forever changed. Now, with the seas risen and the warming of the Earth and Sky, much of the world is covered in strange life, some of it very different than that found in the Anthropocene. But these changes are not only mutations or engineered versions of earlier forms, though such is clearly evident. Some come seemingly from the ancient past, far before the Age of Man. Now reports of terrible reptilian beasts from the Age of Dinosaurs stalking the wild corners of the world, easily competing with all but the most terrible of mutants. These savage beings are well suited to the rigors of the changed Earth of the Atomic Dawn, and have been pushing deeper and deeper into settled lands.
But where have these primordial beasts come from? Even the most ambitious geneticist would be hard pressed to find viable DNA amidst the fossil remains of these awesome creatures. The answer to this is far weirder.
The parallel dimension known as Agartha, is a world where prehistoric life has continued to develop unabated. This alternate plane is believed to have overlapped with our own many times in the past, the largest believed to have been the Lost Continent of Mu. Since the apocalypse, such overlapping zones and portals have once again occurred in remote locales such as deep swamps, jungles and in underground regions. Whether or not these portals are natural or created by the denizens of that realm (see Aliens) is unknown, though what is known is that dinosaurs and other things come through and quickly find our world much to their liking.
Other creatures native to Agartha (and great for Lost World Regions) found in the Mutant Future Rulebook are: Ant (Giant), Bee (Giant Killer), Carcass Scavenger, Centipede (Giant), Crab (Giant), Fish (Giant), Insect Swarm, Leech (Giant), Lizard (Giant), Morningstar Plants, Rhagodessa (Giant), Scorpion (Giant), Snake (All), Spider (Giant- All Varieties), Toad (Giant),


Sample Creatures
Below are some of the dinosaurs seen across Merica in recent years. There are other varieties, but the following have been of immediate concern to the Alamo Empire, and thus more details are available. Mutant versions of these creatures do exist, and are always impressive.


Culloo (Pteranodon)
No. Enc.: 1 (1d4)
Alignment: Neutral
Movement: Fly: 240ft (120ft)
Armor Class: 6
Hit Dice: 5
Attacks: 1 (bite)
Damage: 1d12
Save: L3
Morale: 8
Hoard Class: VII
A large predatory dinosaur with enormous leathery wings that can span up to 50ft. Culloo haunt cliffs near water hunting fish and small game such as squirrels, monkeys and other creatures found in treetops or along riverbanks. Any who have business near waterways is advised to be very watchful for culloo, as they are known man-eaters and will carry off children or small adults if given half a chance.
Mutations: None.


Gillygaloo (Ornithomimus)
No. Enc.: 1 (3d10)
Alignment: Neutral
Movement: 240ft (80ft)
Armor Class: 7
Hit Dice: 2
Attacks: 1 (butt)
Damage: 1d4
Save: L1
Morale: 2
Hoard Class: None
Gillygaloo are 7 ft long, running reptiles that resemble birds. They breed quickly and have been showing up in all over Merica, particularly in the southwest. Ranchers hate these creatures, as they spook herd beasts and horses and have been known to snatch domestic fowl. Fortunately gillygaloo and their eggs are very tasty, though whether or not they can be domesticated remains to be seen. Gillygaloo flesh is comparable to lamb and their eggs large enough to count as a dozen chicken eggs.
Mutations: None.


Gwangi (Allotyrannus*)
"He who takes from Gwangi the evil one is cursed." -Tia Zorina, Wise Woman
No. Enc.: 0 (1)
Alignment: Neutral
Movement: 120ft (40ft)
Armor Class: 3
Hit Dice: 15
Attacks: 1 (bite)
Damage: 4d6
Save: L7
Morale: 11
Hoard Class: VII x3
The Gwangi (Gwaan-Gee) is a ferocious and adaptable predatory reptile that averages 15ft tall and 25ft long from nose to tail. Gwangi are fast and cunning foes, hunting anything that moves. Ranchers in particular are concerned about these beasts, as herds of rabboxen, cattle and horses are extremely tempting to Gwangi, who prefer the relatively easy prey of domestic stock.
Gwangi are generally solitary creatures gathering only for mating, after which the female will be left to tend to the eggs and resulting young. Female gwangi make surprisingly good parents, burying the eggs in rotting vegetation and tending to the young dinosaurs until they reach young adulthood. Male gwangi are cannibals however, and will eat even their own young if an opportunity presents itself.
Mutations: None.
*A species particular to Agartha.


Piasa Bird (Pterodactyl)
No. Enc.: 1 (2d4)
Alignment: Neutral
Movement: Fly: 180ft (60ft)
Armor Class: 7
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1d3
Save: L1
Morale: 7
Hoard Class: None
These winged reptiles are usually found along rivers and in swamps, but can show up in almost any non arctic environment. The Piasa have leathery wings that span 7 to 10 feet. They glide through the air, watching for prey on the ground. Fishermen despise Piasa Birds, as these creatures are daring and clever thieves, tearing into all but the toughest nets to steal fish. Fish farms find a constant watch must be kept lest these beasts wipe out the entire stock in a few days.
Piasa birds are not normally dangerous unless frightened, but sometimes will attack children or lone persons if food has been scarce or if frightened. When they do attack, it is in large numbers and of a "bite and run" variety.
Mutations: None.


Vangon
(Styracosaurus)
No. Enc.: 0 (1d4)
Alignment: Neutral
Movement: 120ft (40ft)
Armor Class: 2
Hit Dice: 8
Attacks: 1 (gore or trample)
Damage: 2d6 or 2d12
Save: L4
Morale: 6
Hoard Class: None
These large, 18ft long reptiles are herbivores, but very aggressive to those who come near. They live in grassy environments in sub-tropical and temperate regions. These creatures have a tall straight nose horn, and a neck frill crowned with at least four large spikes. Like other large animals, a vangon may charge during the first round of combat to inflict double damage.
Female vangon live in maternal herds which include other females and their offspring. Male offspring leave their maternal herd when around three years old and will either live alone or join other males in bachelor herds. Male and female herds do not mingle until the breeding season. During the breeding season, dominant males maintain a small harem of females for mating. Individual bulls "tend" females until allowed to mate, by following them around and chasing away rival males. It is during this mating season when vangon are the most aggressive.
Mutations: None.

DISNEY & DRAGONS: D&D in Fantasyland

Many times, in recent years I have encountered would-be players of Dungeons and Dragons whose sole experience with the fantasy genre h...