Carnivorous Tadpole Swarm (Solitary, Tiny)

Carnivorous Tadpole Swarm (Solitary, Tiny)

Carnivorous Tadpole Swarm (Solitary, Tiny)

Drains Blood (d10-2 damage 1 piercing) 6 HP

Hand

Special Qualities: Aquatic

The immature aquatic form of Flying Vampire Frog these vampiric tadpoles can represent a real threat when the creatures blood lust causes them to form a swarm.

Instinct: Drain Blood!

Swarms

Attacks in a frenzy

Relentless

Title

Title

Flying Vampire Frog (Group, Tiny)

Bite (d6-2 damage 1 piercing) 4 HP (0 armor)

Hand

A terrifying union of giant tropical tree frog and vampire bat; the Flying Vampire Frog haunts jungles and rain forests eager for its next liquid meal.

Custom Move: When a vampire tree frog drains your vitality, ROLL+CON.

On a 10+, It’s just a little blood. On a 7-9, it’s a lot of blood and you choose 1.

You must Defy danger versus Constitution before you can go back fighting.

You take -1 ongoing until you Make camp.

You are overcome with a “blood rage” and must fight to you or your foe is dead.

On a 6-,You’re too weak to fight until you next make camp.

Instinct: Drains blood

Swoops down on prey

Summon other Flying Vampire Frogs

Croaks eerie tunes

So I decided to stat up one of my adventure arc’s “Big Bads” recently, a demon with the power to possess several…

So I decided to stat up one of my adventure arc’s “Big Bads” recently, a demon with the power to possess several…

So I decided to stat up one of my adventure arc’s “Big Bads” recently, a demon with the power to possess several hosts at once. My idea was to have the hosts get stronger as the demon’s essence gets more concentrated. this is what I have.

Possessed Guards (25-13), Horde, Organized, Cautious

Gladeus: 1d6,

2 armour, 3 hp

Hivemind

His weakest form, with power so dilute, the host may as well be a mind-controlled human. Instinct: To infiltrate and sow Chaos

* Surround them casually

* Seize someone

* Kill off a problem

Possessed Guards (12-6) Group, Organized, cautious

Gladeus: 1d8+2 Forceful, close

2 armour, 6 hp

Hivemind, demonic

More concentrated, the demnos preternatural strength and speed show themselves now Instinct: To massacre opposition

* Brutalize someone

* Break their line

* Spread the taint

Possessed Guards (4-2). Solitary. Planar, Divine

Terrible claws: 1d10+4, 1 piercing, Messy, Forceful

3 armour, 14 HP

Truly demonic now, their form twists to reflect the demon within, and its power flows freely from them. Instinct: To unleash destruction

* Blaze with hellfire

*Smash something to peices

*Take on new vessels

The demon Incarnate. Solitary, Planar, Divine, Large

Blazing Brass sword: 1d12+6, 3 peircing, messy, forceful

Hellfire bolts: 1d12 +4, forceful, flaming, ignores armour

4 armour, 22 HP

Special qualities: winged, 4 armed.

The final host twists and roils, muscles and bones growing and expanding, new limbs exploding from their torso, until he takes on the demons true form

* Let loose hellfire

* Open a gate

* Spread to new hosts

The short story that inspired my monster….

The short story that inspired my monster….

The short story that inspired my monster….

Weaver in the Darkness (Solitary, Small, Magical, Stealthy, Planar, Amorphous)

Consume life (d12 damage) 15 HP

Close, Near

Special Qualities: Amorphous, Undead, Harmed only by magic or magic weapons

“A coldly shining, hueless globe, round as a puffball and large as a human head, had risen from the fissure and was hovering above it like a mimic moon. The thing oscillated with a slight but ceaseless vibratory motion. From it, as if caused by this vibration, the heavy humming poured, and the light fell in ever-trembling waves.It seemed that the light and sound were woven upon the senses… like some Lethean spell.” -Clark Ashton Smith

Custom Move: When you first gaze upon the Weaver, ROLL+INT.

@On a 10+, you ignore its enthralling enchantment!

@On a 7-9,: You take -1 ongoing while distracted by its siren lights and song.

@On a 6, you’re transformed into a living immobile statue as long as the Weaver is present.

Instinct: Drain Life

Enthrall Victims

Charm bystanders

Weaves illusions

Consume corpses

Haunts tombs and crypts

Based on Clark Ashton Smith’s “Weaver in the Vault”

http://www.eldritchdark.com/writings/short-stories/241/the-weaver-in-the-vault

Weaver in the Darkness (Solitary, Small, Magical, Stealthy, Planar, Amorphous)

Weaver in the Darkness (Solitary, Small, Magical, Stealthy, Planar, Amorphous)

Weaver in the Darkness (Solitary, Small, Magical, Stealthy, Planar, Amorphous)

Consume life (d12 damage) 15 HP

Close, Near

Special Qualities: Amorphous, Undead, Harmed only by magic or magic weapons

“A coldly shining, hueless globe, round as a puffball and large as a human head, had risen from the fissure and was hovering above it like a mimic moon. The thing oscillated with a slight but ceaseless vibratory motion. From it, as if caused by this vibration, the heavy humming poured, and the light fell in ever-trembling waves.It seemed that the light and sound were woven upon the senses… like some Lethean spell.” -Clark Ashton Smith

Custom Move: When you first gaze upon the Weaver, ROLL+INT.

@ On a 10+, you ignore its enthralling enchantment!

@ On a 7-9,: You take -1 ongoing while distracted by its siren lights and song.

@ On a 6-, you’re transformed into a living immobile statue as long as the Weaver is present.

Instinct: Drain Life

Enthrall Victims

Charm bystanders

Weaves illusions

Consume corpses

Haunts tombs and crypts

Based on Clark Ashton Smith’s “Weaver in the Vault”

Brike Swarm

Brike Swarm

Brike Swarm

Tiny, Swarm

[HP 6] [Armor 2] [Damage 1d4]

Instinct: To consume human flesh

– Infect

– Emerge while prey sleeps

Now these buggers aren’t inherently deadly… they are about the size of your fist with hard shells and a nasty bite. Now of course it won’t rip you apart like the horrors from below, but when the Brike bite you, you change. Change into something horrible, something unnatural.

If you took damage from the Brike Swarm the next time you make camp roll + CON:

On a 10+: You rest well during the night, your body successfully fighting off the disease.

On a 7-9: You only heal ¼ your total hitpoints. Your features change, but not as badly as some of your companions. Take the scared debility. Take 1d4 damage with CON as armor.

On a 6-: You heal no hit points this night. The pain and horror is too much. Your flesh starts to fall off your body. Blisters and boils rip across your body. An awful stench arises from you. Your veins look like black webbing across your body, your nails yellow, and grayish skin. You are cursed, well actually you’re diseased, but most people don’t know that. Most people believe that you are cursed and possessed. Many victims of the Brike find themselves at the end of a noose or burned alive, those that don’t — well, they are often cast out of towns and villages and have to forage for food to survive. Now, this terrible state can be cured, but only the best healers and clerics know how, and it is quite a painful process. Oh, and did I mention that this diseased odor is extremely perceptible to monsters. They can smell it from far away and it smells delicious to them. Good luck adventurer, you’ll need it.

After disarming you, his men roughly escort you through the halls of the repurposed factory to the room where Simos…

After disarming you, his men roughly escort you through the halls of the repurposed factory to the room where Simos…

After disarming you, his men roughly escort you through the halls of the repurposed factory to the room where Simos is. What does he look like?

“The room is empty except for a slab of black marble. When I approach, my own reflection smiles and says he’s been waiting weeks to meet me.”

… Damn. I have so many ideas, but I’d love to hear where you would take this.