Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Monday, October 1, 2018

Weird Revisted: Clowns in the Clouds

This post first appeared in December 2012. I have sorted wanted to use these guys in the Land of Azurth, but haven't done so yet.

There is, they say, a wandering, cloud island, that is home to clowns. These are no mere performers but the thing the mummers ape, fey and changeable beings not of this world.

Where the cloud island passes in it's maundering way, the clowns come down among normal folk, dropping from the sky under motley umbrellas, or sliding down shafts of light. They put on carnivals, perform farces, and throw out candies. After they have gone, people are sometimes found missing, particularly children.

Sometimes when the island passes, the clowns don't come down but instead drop candies of preternatural flavors and small items imbued with magic: a hand mirror, a short sword, a jar of skin cream, a pack of gum. There are rumors that these come in trade--or are perhaps stolen--from the Moon. There are tales spun of daring thieves sneaking on to the cloud island to rob the clowns' treasure stores, but as far as is known, these are just stories.

Other tales purport to come from people who have visited the cloud island and returned. These seldom mention  treasure stores, but do describe colorful tents scattered among cyclopean stone ruins (that may predate the clowns) and the rare tree, strewn with mists and carnival lights. The anarchic clowns careen between merriment and slumber. No clown ever seems to die, no matter what sort of violence is done to them. 

Sometimes, for reasons unknown, a clown falls from the island. These strange,sad creatures become wandering tramps, losing much of their magic and too often turning drink.


Monday, July 2, 2018

Weird Revisited: Stone Walls; Iron Bars

This post is loosely a follow-up to one my one on the lower planes last week, in that it continues to riff on ideas for Taterus/Carceri. It first appeared in 2011. This would pretty much become the Weird Adventures view of the plane.

The Black Iron Prison is the Plane of Confinement. Despite it’s name, the prison is not always as apparent as iron bars and stone walls (though it has plenty of that, carved as it was from ancient bones of some demonic titan)--its evil is more subtle than that. Restriction and imprisonment of various forms permeate it.

Portals to the plane are sometimes found on the Material Plane in the form palm-sized, rusted, black iron boxes, heavier than they appear.  Visitors to the plane describe an "outer" desert of squalid intern camps, stretched arond and inner, three (or more) dimensional Escher maze of cell-blocks, isolation chambers, and interrogation rooms.

The plane is the home (and the prison) of the deodands, a vile race sentenced to serve as the guards and administrators of the apotheosis prison as punishment for ancient crime. Demonologists have cataloged three primary castes or species of these creatures (though there are undoubtably more):

The lowest caste of deodands are tall, emaciated, scabrous creatures with frog-like mouths. Their bare skins weep a tarry ichor from numerous injection sites. They're junkies and dealers; they mix the astral excreta of despair, callousness, and resignation that oozes from the souls that fall into their hands with the bile of arthropodals that make their homes in the prison’s substructure and inject it beneath their skin. The tarry substance--and a brief respite from their paranoia in a cold, sneering high--are the result. The tar is packaged and sold (to the prisoners to be smoked or injected) in exchange for pleasant memories or dreams or hopes--anything that defines the former self-hood of the soul. When not engaged in commerce, these tar demodands are the menials of the prison.  On the Material Plane, their shadows have the same viscous consistence as their tar, but no psychoactive properties.

The middle caste are the color of a fresh bruise.  Their limbs are swollen like blood sausages, and their tick-like bellies appear filled to near bursting, sloshing loathesomely as they waddle or fly drunkenly on ridiculously small wings. Their bloated faces are unpleasantly human-like and wear expressions of volutuous satiety, complete with drool running from the corners of their mouths and down their double (or triple) chins. Always their skins appear to glisten as if oiled; this is due to a slime they secrete.  They sweat even more when they eat, and they eat almost constantly. They fancy themselves gourmets, and there is nothing they consider so refined as dining on astral substance of souls. They prefer fatted souls, though, and always expose victims to their slime before dining on them.  Under the slime's influence, the poor souls become grossly corpulent. At that point, they're ready for the slime deodands to drain them to emaciation but never destruction. The they restart the slime feeding and the process begins again. Slime deodands are torturers and interrogators in the deodand hierarchy.

The highest caste are strutting, sadistic martinets--the wardens and senior guards of the prison. They’re vaguely human-like in form, but with pale, wrinkled skin that seems ill-fitted to their bodies. They’re androgynous with bald heads and unfeminine faces, but pendulous breasts and high-pitched voices. They have a penchant for dressing in uniforms, the more elaborate the better. Sagging deodands (as they’re called) are found of searches, interrogations, and tortures. They foster paranoia not as a hobby, or even a vocation, but simply due to their natures. Infractions are always found, and prisoners are encouraged to inform on others--but only after they themselves are questioned to the breaking point.

It’s a good thing for Prime Material Plane that deodands seldom arrive on it unbidden. Sadistic sorcerers have been known to arrange “renditions” for enemies, though the price for such a service is rumored to be steep.

Friday, June 22, 2018

Weird Revisited: Space Fiends: Marauders from Hyperspace

This post original appeared in December of 2013. It followed  a post about using AD&D Fiend Folio monsters in a science fiction context. It's not set in any particular sci-fi universe I've presented, any more than the write-up of the monster that inspired it was. This was one of a number of posts over the years of monsters or setting trying to get at something that was Spelljammer but not Spelljammer.

No. Appearing:1-4
AC: 4
Hit Dice: 1 (or better)
Saving Throw: as per class and level
Attack Bonus: +2
Damage: 2d8+2 mag rifle, 1d8+1 monoblade
Movement: 30'
Skill Bonus: +1
Morale: 9


Gathyengi are a xenophobic humanoid species who act as pirates, striking from hidden bases within hyperspace. They are theorized to be descended from humans abducted by the psionic Masters from Earth millennia ago to serve as both labor and food source.

Gathyengi (sing. gathyen) are ectomorphic, almost skeletal in appearance. Their skin is dusty yellow to the color of parchment, and leathery. Their skull-like faces, solid black eyes, and pointed teeth (likely ritually sharpened) give them a fearsome appearance in keeping with their reputation for violence.

A gathyengi raider will have a crew compliment of various classes, similar to any human vessel. A raid will be led by a captain of 4-7th level, depending on the size of the ship. It is likely there will be at least one combat psychic among them.

All gathyengi can shift back into hyperspace at will. Whether this is an innate ability or technological is unclear. Dead gathyengi shift back into hyperspace as well, thwarting attempts at close examination.

Sunday, January 28, 2018

Weird Revisited: In the Belly of the Beast

This 2012 post on the hunting and uses of the leviathan didn't make it into Weird Adventures.

Leviathans are perhaps the largest and most mysterious denizens of the ocean depths. These gigantic creatures dwarf both whales and reptilian sea serpents. Their name in the gurgling language of the sea devils translates roughly as “monster-thing stronger than even the gods.” Despite their great size, the creatures are seldom seen, and carcasses are rarer still.

Some have suggested that the size of leviathans is impossible and therefore indicative of a magical nature. It has been theorized that the creatures' rarity is a by-product of the fact that they actually swim through the etheric substructure of reality, only passing through the physical world’s oceans incidentally.

The discovery of a leviathan carcass always instigates a mini-”gold rush.” The flesh and bone of the beast are of interest to alchemists (synthetic insulating blubber was an outgrowth of study of the leviathan) and thaumaturgists who use various leviathan parts for spell materials. Leviathan ambergris can be used to make perfumes and colognes easily infused with charm or suggestion properties. It’s also a psychoactive and can be smoked to produce a euphoric effect and intense sexual desire that in some individuals manifests a a mania lasting 10 x 1d4 minutes.

Less scientifically minded individuals hope to salvage treasure swallowed by the leviathan in its journeys. Whole ships laden with cargo are sometimes found (this is facilitated by the fact that internally leviathans are cavern-like, evidencing a strange paucity of organs). The loot-minded must be wary, however. Strange miasmas are sometimes produced inside a dead leviathan that can cause death or mutagenic effects on the unprotected.

Monday, January 22, 2018

Weird Revisted: Release the Hounds

This post from 2011 was one of a series on planar related stuff for the Weird Adventures setting. None of it saw publication other than on the blog..


Chronos hounds, or temporal hounds, are extradimensional beings who sometimes hunt the Prime Material Plane. Some ancient tomes hold that these creatures are benevolent, and defend causality and stability against horrors form outside spacetime. Observed behavior of chronos hounds is ambiguous at best, and those who may encounter them are urged to caution.

From a distance, a chronos hound has the silhouette of a large, lean dog. A closer look reveals that the body of the creature is actual more like a human's, perhaps specifically an androgynous youth's, twist and stretched to conform to a canine’s basic arrangement. It's front paws, for example, are slender, human-like hands. The heads of the hound is always blurred and indistinct, as if in constant motion, but there is the suggestion of toothy, canine jaws, and glowing eyes. Hounds appear to be able to speak by telepathy, but also make a garbled sound like the cough and growls of a pack of dogs, as if heard at the other end of long and empty hallway. Their skin is hairless, and the faintly luminescent blue-white of moonlight.

Only in the past decade, has metaphysics developed the proper theoretical framework to understand the chronos hounds--and even now those theories remain controversial. The most brilliant minds in the City hold the hounds to be a wave function which only observation causes to collapse into the form of the creatures described above. Thaumaturgic investigation suggests they serve an eikone called Father Time, or are perhaps extensions of his will. They act to prune "streams" of time and possibility--making reality from probability--toward some inscrutable purpose.

# Enc.: 1d6 (1d6)
Movement: 120’ (40’)
Armor Class: 4
Hit Dice: 4
Attacks: 1 (bite),
Damage: 1d6
Save: F4
Chronos hounds are only visible if they choose to be, prior to acting. Only some rare circumstance keeps a first attack from being by surprise. Their actions in this plane have a stuttering appearance, as if they are teleporting short distances rather than moving normally. Chronos hounds reduced to 0 hit points disappear entirely. Chronos hounds are able to pass through (or around) any physical barrier--or indeed temporal barrier. A combat with them may begin one day, only to have them break off the attack, and re-appear months or even years later.  A first encounter with a chronos hound, maybe not be the true first encounter, from the perspective of the creature's timeline. Whatever subjective amount of time appears to pass in combat with them, 1d100 minutes have based for the world external to the combatants.

The greatest enemies of the chronos hounds are the achronal hyperbeasts, which they will fight to the death when they encounter them. Thankfully, these higher order dimensional monstrosities are seldom encountered on this plane.

Thursday, January 11, 2018

Weird Revisited: Real Dungeon Hazards: Snotties & Slime

This post first appeared just about 8 years ago. It's as pertinent to dungeon crawls as ever.


Ooozes and slimes aren’t just the the subject of Gygaxian dungeoneering fancy. Interestingly, it appears they have some basis in subterranean fact. Ready for an introduction to the world of snotties, red goo, and green slime?

"Snotties" look like small stalactites, but have the texture of mucus and drip battery acid. They’re actually colonies extremophile archaebacteria that thrive in intense levels of atmospheric hydrogen sulfide produced by volcanism. They’ve only been found in a few places including Cueva de Villa Luz, southern Mexico, and Sulphur Cave in Steamboat Springs, Colorado.


Other unusual things have been uncovered in Cueva de Villa Luz by the self-styled SLIME (Subsurface Life In Mineral Environments) team. “Red goo” is an acidic (pH 3.9-2.5) breakdown product of clay, which also makes a home for bacteria. “Green slime” which may be decaying algal elements.

Sulphur Cave also sports the red worms which live off sulfur--the only such higher organism ever discovered residing on land.

Thursday, October 26, 2017

Skarzg

Art by Jason Sholtis
Large monstrosity, neutral evil

Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 30 ft. (40 ft. on all fours)

 STR 18 (+4) DEX 13 (+1) CON 20 (+5) INT 7(-2) WIS 9 (-1) CHA 6 (-2)
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Skarzg
Challenge 5 (1,800 XP)
Keen Smell. The skarzg has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The skarg regains 10 hit points at the start of its turn. If  it takes acid or fire damage, this trait doesn’t function at the start of the skarzg’s next turn. The skarzg dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions:
Multiattack. The skarzg makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the skarzg can’t bite another target.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 4) slashing damage.

Skarzg are rapacious predators, animalistic but cunning. They are very hard to kill, and they will eat anything. Their origins are lost in the mists of time, though some believe they were brought to this world by the Ylthlaxu who used them in sadistic hunts. They now roam free in the wild places, though thankfully, not in great numbers.

Friday, September 8, 2017

Reskinned Monsters of Ghost Light Fen

Here are some monsters that will likely appear in upcoming posts on the Ghostlight Fen hexmap. Some of those, I'll probably give "official" stats at some point, but they can pretty easily be approximate (or replaced) with some existing monsters.

by Wayne Barlowe
Skarzg
Sometimes they run on four legs, sometimes on two. They are gaunt things, like greyhounds the size of men, if greyhounds had rubbery, scabrous hides, and beaked faces full of nightmare teeth. They are very hard to kill, and they will eat anything. They live like animals, but they have speech and are cunning and cruel. [Treat as a troll.]

Gog
Four-haired, fur-covered savages. Their faces are noseless and their skin hangs somewhat loose, which might have the effect of making them appear a bit comical--to someone unacquainted with their propensity to violence and rumored anthropophagy. The variety found in the Ghostlight Fen have indigo colored pelts. [Treat as orcs, with chiefs like bugbears.]

Matagot
Otherworldly creatures with disturbingly human faces and pantherine bodies. They are not to be trusted. [Treat as a Rakhasa, though on the lower end for hit point.]

by Tom Kidd
Bandaryegs
Arboreal, lemurine creatures whose sneak-thievery is nuisance but whose mockery and incessant whispering has uncanny effects on the minds of humans. [Treat as a monkey or similar small animal, but that have an ability like the 5e spell vicious mockery and a troupe may cause an effect similar to dissonant whispers.]

Friday, August 18, 2017

Weird Revisited: The Stalker

This post is originally from late August 2011. I don't think this monster made it into Weird Adventures or into one of my games, but conceptually it's one of my favorite Fiend Folio re-imaginings.


If you should find yourself in the City on a lonely railway platform in the wee hours or taking a night train across the dark countryside, you may happen to get the sensation you’re being watched. That may mean you have reason to be afraid.

Travelers in similar situations have looked to see the vague shape of what might be a fellow traveler clinging to the shadows of the platform, or have seen a gaunt figure receding in the distance as the train passes, its eyes glowing like signal lights.

The rail stalker appears to select his prey at random, but once he has done so he always lets the hapless traveler glimpse him at least once. The next time the victim sees the creature’s pale, naked, and emaciated form may be when he strikes.

The creature (it is unclear if there is more than one) attacks by opening his mouth absurdly wide in a caricature of a scream and emitting a sound or vibration. Things directly in its path may be damage as if thousands of years of erosion took place in a single moment, concentrated in a narrow area. Those nearby but not directly in the path describe a sudden wave of fear and a mind numbing hum. The stalker prefers to kill by embracing his victim and deilvering a kiss—a kiss that sends his deadly vibration through the victim’s body, turning bone to powder and liquifying organs.

Some thaumaturgists believe the sound made by the rail stalker is a sound from the end of the material universe, the wail of of inevitable armageddon that the rail stalker somehow carries in his withered frame. And aches to share with others.

[The rail stalker is, of course, a modern/near-modern horror riff on Fiend Folio’s Dune Stalker and resembles that creature in game particulars.  'Cause a naked, clawed dude trying to kiss you in a subway station is scarier than one in a desert, maybe.]

Thursday, June 29, 2017

Let Alex Toth Illustrate Your Monster Manual

I've posted some Alex Toth animation model sheets before for their inspirational value. Here are more in that same vein:

This one could be a salamander:

Dogheaded? Junior dragons? How about insectoid kobolds?


If you ignore the heights given, these guys could be frost giants:


Friday, June 9, 2017

Weird Revisited: The Slime Emotional Spectrum

This post appeared almost five years ago to the day. Multi-colored ring wearers were a new thing in comics at the time. Since the time it originally appeared, I've wondered what infrared and ultraviolet slimes might feed on, but I haven't yet come up with a satisfying answer.

If power rings can come full spectrum, so can slimes.  Let's run the list:

Red: The color of blood, these slimes are drawn to violence or displays of anger. They show up just after battles to absorb victor and victim alike. As they dissolve prey, their color deepens.
Orange: In some ways, these slimes (which have the look and consistency of pulped oranges) are the most sinister. Drawn to cheerful moods, they wait to take adventurers leaving dungeons after successful delves. Chemicals in their substance cause uncontrollable laughter in those they attack.
Yellow: Timid in their movements, these slimes feed off cowardice and fear. Fleeing adventures or monsters will draw their attention.
Green: Greed and avarice bring this species oozing out of the darkness. They tend to lie in wait around treasure troves.
Blue: Sadness and depression are the lures for these. They tend to try to trap creatures in a room for which there is no escape. They move in slowly, seeming to savior the despair as it builds.
Indigo: More rarefied in their appetites than others (if a slime can be said to be rarifed) these slime seek to absorb magic-users and others seeking transcedence through knowledge. Magic tomes and ancient inscriptions draw them. They may wait quiescent for years for a victim in the right mindset.
Violet: These slime do something positive on their own perverse way.  As they flow over victims they bring calm and soothe negative emotions.  This is no doubt a solace to the person so consumed.

Monday, May 15, 2017

Kreature Kompendium


Threat N Ink Issue #7 Kreature Kompendium is a zine-size monster book compiled by Jethro D. Wall available via mail order here. It's for old school D&D mostly, but the stat blocks are variable and haphazard, and the mechanical description of special abilities nonexistent. In other words, if you're looking for a meticulously table-ready collection of creatures with novel mechanics, this isn't that book.

This, instead, is one of the inspiration fodder monster books, where the mechanical details come second to having something really interesting conceptually to throw at players. The Kreature Kompendium reminds me a lot of goofy fun bestiaries of old, like the monster book of the Field Guide to Encounters, but at times it has a more modern and knowing absurdist streak like something from the literary New Weird.

In the former category I'd put the Blignag Cocksparrer which we are told "prefer to ride sweet Nash skateboards into battle" although some "have looted BMXs from human victims or received them as gifts from relatives for Christmas." In the latter category is something like The Painting that Paints Itself and the associated random table to determine the PCs reaction.

As those descriptions might indicate, the monsters are a varied lot, other than they are all what you would call "nonstandard." A couple of my favorites: The Charming Tongued Snuggler that thinks it's the Snaggle Toothed Charmer, but its poor understanding of human frailty causing it to suffocate humans with its tongue while trying to drink their blood; and the Destroyer Bitch Goddess whose special attack generates a time loop where that attack is repeated 666d100 times.

It's a lot of fun. The artwork by various artists is evocative, sometimes crude, and always not the sort of thing that would be used in a modern, corporate monster compendium--which is exactly from what you want from a book like this.

If the above sounds interesting, then you should definitely check it out.

Friday, March 3, 2017

Weird Revisited: Mantis + Prey

The this post appeared on the 1st of March 6 years ago. It was one of a series of posts I did doing variations on the Outer Planes.


The Mantid Sisterhood are ascetic warrior-nuns and servants of Law from the outer planar realm sometimes called the Octachoron of the Archons. They appear as full-scale, porcelain, marrionettes (without visible strings), in the form of insectoid centaurs, with feminine upper bodies, like slim ballerinas. They wear sphinx-like expressions on their perfect, identical faces.

They are sent out to the Prime Material to hunt down those guilty of transgressions against the Grand Algorithm of the Archons of Law. Transgressors need not know they have committed error--the judgement of the Archons is final; the punishments of the Sisterhood is precise and always delivered with the utmost serenity.

#Enc.: 1d6
Move: 40’(120’)
AC: 3
HD: 7
Attacks: 2 (strikes)
Damage: 2d8
Save: C7
Mantid sisters have the abilities of the Monk class at 7th level (except for feign death, and resistance to ESP, which are superseded by other abilities). As constructs of a sort, they possess darkvision, immunity ot mind-affecting effects, and immunity to poison, sleep, paralysis, charm, and disease--anything that requires a target be a biologic living being.  They are able to travel via dimensional doorways from plane to plane at will.

Monday, August 1, 2016

The Apes of the Redwoods for 5e

In a previous post, I presented the fairly human apes of the original Planet of the Apes films. The two (so far) prequel films present a far more ape-like vision of evolved apes. They are probably less suitable as PCs but would make interesting monsters/NPCs. This is the apes as we see during Dawn of the Planet of the Apes.

Chimpanzees/Bonobos/Orangutans
Medium humanoid
AC 12
Hit Points: 11 (2d8+2)
Speed: 30 ft. (quadrapedal); 20 ft. (fully bidepal); 30 ft. (climb)
STR 16(+3) DEX 14(+2) CON 14(+2) INT 9(-1) WIS 12(+1) CHA 10(+0)
Skills  Athletics +5, Perception +3
Senses passive Perception 13
Languages sign language, limited Common

Actions:
Multiattack. A chimpanzee can make two fist attacks, but prefers a melee or ranged weapon.
Fist. +5 to hit, reach 5 ft.; Hit: 6 (1d6+3) bludgeon damage.
Spear. +5 to hit (reach 5 ft.; one creature). Hit: 1d6+4 melee piercing damage.
Rifle. +4 to hit (range 60/180 ft.; one creature).  Hit: 2d8+2 piercing damage.


The above stats hold for Gorillas, though I would make them a bit stronger, STR 17 (+3)--with damage adjusted accordingly--and a bit less intelligent (INT 8) and Charisma 9. This disagrees a bit with the Ape entry in the Monster Manual, but I think they undercut gorillas.

Mark over at Cross Planes presents a slightly different view of the same characters.

Friday, July 29, 2016

Mutants of the Forbidden Zone

MUTANT 
(Medium humanoid)
AC 10
Hit Points: 11 (2d8+2)
Speed: 30 ft.
STR 10(+0) DEX 10(+0) CON 12(+1) INT 19(+4) WIS 14(+2) CHA 14(+2)
Skills  Insight +8
Senses passive Perception 12
Languages telepathy 120 ft.; Common

Mental Powers. A mutant has the equivalent of innate spellcasting based on Intelligence (save DC XX). They can utilize the following abilities:

At will: detect thoughts, dissonant whispers, dominate person
1/day: equivalent of phantasmal killer, clairvoyance

Combined Illusions. Three or more mutants working in concert (all concentrating) can great large scale illusions over long distances less than 5 mi.) similar to arcane mirage, hallucinatory terrain, or programmed illusion. Saving throws are the same as if one Mutant were creating them.

Actions:
Melee weapion--though Mutants tend to rely on mental powers.

The Mutants are a sect of humans living in the Forbidden Zone, in the underground ruins beneath what was once Manhattan. Exposure to radiation has led them to develop powerful psionic abilities but scarred features that they hide beneath human masks.

Mutants claim to be pacifists. There primary means of defense is not direct confrontation, but keeping enemies away. The stats above present an "average" psionically talented mutant. A guard would have slightly more robust physical abilities.

Some reports suggest the Mutants are able to mind control people over great distances as well as project illusions. Like the illusion powers, this is likely done by groups working together.


Thursday, April 14, 2016

People of the Feud


There was a colony ship, sent out from Earth or a world very much like it to settle a new world. It's navigators had been genetically modified to take advantage of a new drive system allowing FTL travel. The majority of the colonist were placed into cryogenic suspension for the voyage.

Something went wrong. Inadequate shielding? Purposeful sabotage? No one remembers. The navigators began to mentally breakdown, expose to psychoactive and mutagenic properties of the manifold outside normal spacetime. The ship was stranded stuttering in an out of spacetime.


The navigators began to develop psionic powers and with them certain physical requirements. Boosted quantities of certain neurotransmitters. No synthetic source was available, but there were the stored colonists to feed on.

To help them manage the ship and their food source, the former Navigators awakened a military congent, a few at the time. They mentally enthralled them and enslaved them. Molding them over generations.


As generations passed under the accelerated mutagenesis of the manifold, both the Navigators--calling themselves the Masters now--and their soldier caste had diverged significantly from their original genotype. The Masters had long ago authorized larger scale awakening of more of the colonists to serve as a more docile slave caste--and cattle.

The Masters grew complacent and removed from human concerns and feelings. They didn't see the revolution coming. A soldier named Gith lead a coalition of the soldiers and the menials against their oppressors they now called Mind Flayers after their manner of feeding.

The former Masters were either killed or used their power to flee into the nonspace. The coalition that had brought about their downfall did not long survive. Former menials resented the soldiers as long time collaborators and the soldiers disagreed with the menails attempts to master Mind Flayer psionic disciplines.

When the ship was finally cannibalized and destroyed, two cultures had emerged as firm in their hatred of each other as they were in their former masters.

Monday, March 28, 2016

Azurthite Bestiary: The Arthropods from Nowhere


There is a place that the inhabitants call Zrgztl, but you might as well call it Nowhere because it's here and not here all at the same time. Its inhabitants live out of the phase with the world we know and only seldom interact with it. They are as smart as any normal folk--perhaps a little smarter--in Nowhere, but like a fish's gills don't work so well in the air, the Nowhere creatures' brains can't fully turn the corner to Earth and they become rather stupid here.

They're mean where ever they are.

The arthopods of Nowhere have strangely human-like faces, but they always look angry, like an irate schoolmaster. Even when they are in our world, they are only half here. Their forms are shimmery as heat haze. Their shadows seem more solid; They look like very flat mirrors or thin pools of mercury. The arthopods are always after something, but often they can't remember what it is.

Stats: Use the stats for the Phase Spider.

Monday, March 7, 2016

Mortzengersturm's Menagerie

Here are some of Mortzengersturm's creations that appear in his menagerie in the upcoming Mortzengersturm, the Mad Manticore of the Prismatic Peak:

Parrotbear: A bear covered in downy, green feathers with parrot’s head. It will mimic short phrases spoken to it.

Iron Shrike: An eagle-sized bird of prey made of metal. His crest and wings are sharp as knives.

Ink Dog: A sepia dog, technically, but Mortzengersturm has never been one for pedantry so far as his art is concerned. The creature resembles a messy, living sketch of a large fox made entirely of brown ink. As it moves, it throws off squiggles and errant marks in the air behind it to fall to the ground in drips. Its bite leaves tattoos.

Mocka: This attempt to cross a naga with a clown triggered even Mortzengersturm’s coulrophobia in the end. It giggles and mugs, and sways and bounces like a jack-in-the-box unboxed, eager to bring laughter and joy. Or something.

Moonster: A glowing spherical creature resembling the moon with a face: a bemused smile under half-lidded eyes. The Moonster is a narrator—and an annoying one. It will narrate the actions of anyone that enters the shaft in a somewhat florid diction, but with an ironic distance. It knows the past of the subject of its narration with certainty; its predictions for the future are only speculation, no matter how assured their delivery.

Sunday, October 25, 2015

The Mummy Unwrapped

by R.L. Allen
Halloween draws ever nearer, and with it, a bandaged wrapped form shambles out of the darkness. Too classic mummy-centric posts rocket from the crypt: 2010's "Famous Monsters: The Mummy" and 2013's unwrapping of variant mummy, revealing that "Mo' Mummies" may mean more than mo' problems.


Sunday, September 27, 2015

Goblinic Slime


In the Land of Azurth, Goblins don't reproduce in the manner of humankind or humanish creatures, but instead they arise from pools of a viscious, green fluid, faintly luminescent in darkness. This fluid, which wells up from the depths beneath Subazurth, is called goblinic slime--or sometimes "goblin snot" in the vulgate of the Underfolk.

How many goblins and how fast they arise depends on available sources of energy and the volume of slime. Even a pool only a few inches dead and a couple of feet across, and in a cool, dark place can produce at least a few goblin larva. Deeper or larger pools, warmed by heat from the depths, can produce hundreds, even thousands. In ideal conditions, goblins wallow in their pools until virtually adult size, but where resources are scarce, they may crawl worth as tiny goblings only inches tall (1 HP) and are certainly a menace to others when their are a foot to two feet tall (2d4 HP).

Goblins are born sexless, but at apparent maturity (in terms of size), a slight majority develop male or female sexual characteristics, seemingly at random. While some goblins (regardless of sex) enthusiastically engage in sexual activity, reproduction never results.


There are rumors of remote places in Subazurth where slime pools are associated with strange machinery--hissing valves, wheezing pumps, gurgling pipes, and the like--attended by other goblins in great numbers. These are places the prudent avoid.

 Learned texts disagree on whether goblin slime is edible, if unappetizing [a Constitution save DC 15 is necessary to avoid vomiting] or toxic to the unwise ingester by means of internal goblinization. If the former sources are to be believed, slime causes a rumbling in the bowels and strange dreams, but also may confer the ability to understand the native goblinic tongue (40% chance) for 1d10 days. If the more pessimistic sources are take for true, at a failed DC 13 Constitution save, goblins will propagate inside the individual within 1d10 days leading to 2d4 points damage a day and a DC 11 Constitution save to avoid death as they try to emerge.