Has anyone built a better vampire?

Has anyone built a better vampire?

Has anyone built a better vampire? I think I might need one for my Plundergrounds zine and I’m not crazy about the one in the core book. Looking for a singular example, maybe nosferatu like. Credit extended in the book to anyone that brings the awesome. 🙂

Eater Eggs

Eater Eggs

Eater Eggs

These brightly colored eggs belong to the Two-Fanged Haire. Its young are hidden away where children may find them and care for them. Once the gestation period is up, the young Two-Fanged Hares are born with an insatiable hunger. Feeding on the children that cared for them, these hares quickly mature within a few days.

Two-Fanged Haire

Vicious, Oversized

Leaping Two-Fange Bite (Piercing 2, 1d4+3)

>Leap at its pray

>Decapitate the unsuspecting

>Lay and hide brightly colored eggs

The Singing Sword

The Singing Sword

The Singing Sword

Solitary, small, magical, amorphous

HP 19 Armor 5 (made of metal, quick)

Cutting, thrusting, and slashing: [b]2d12 damage (hand, messy, 2 piercing)

Qualities flies; made of Maker-fine steel

• Make strange music in the dark

• Strike a warning blow, deft but nonlethal

• Block their way with a razor’s edge

This naked blade needs no wielder. It dances about the air, making music as it moves: every bob a hum; every slice a whistle.

It was set here long ago as guardian of this crumbling hall. Those who forged it fell and for ages it has kept its vigil. Yet, this is not some mindless thing waiting to cut down foes. It remembers, longs, yearns for the days in which this hall was filled with light and laughter and–joy of joys–music!

And so it waits. In the dark. Singing songs to itself that have been not been heard by any living mortal ear. It waits, dutiful, and worries that it has misremembered the songs it once knew. It waits. In the dark. Alone.

Instinct: to defend the hall, to ease its loneliness

If they make noise: respond with strange music

If they enter the hall without making music: try to scare them off

If they flee: let them go

If they persist: draw blood

If they sing or make music: respond enthusiastically

If they then make to leave: wail, moan, and stop them

#Stonetop

Delusions

Delusions

Delusions

“Faith and doubt cannot exist in the same mind at the same time, for one will dispel the other.” Thomas S. Monson

Delusions are parasites about the size of a raven and the shape of a virus. They are invisible, intangible creatures that float through the Astral Plane looking for troubled minds on which they may feed. Delusions propagate by attaching to a character’s skull and whispering wrong ideas in a character’s head. They feed off the strong emotions created by their whispers, and spawn a new delusion, which may attach itself to a new creature. The original delusion will not willingly release its hold on the character’s psyche, and can not be harmed by normal weapons. Anyone who can see invisible creatures can see them, and any attack that affects insubstantial creatures can affect them.

Group, Small, Invisible, Insubstantial, Planar Power

Invoke Migraine (d4-1); 1HP, 0 armor

Special Qualities: Can be killed by heal spells if directly targeted.

Instinct: To drive its host mad, to feed on its host’s madness

Special Moves

Feed on its host’s anguish

Convince its host of danger where none exists.

Twist a host’s bond so as to cause harm

Convince its host to perform a meaningless ritual

Spawn a new delusion

The Majestic Man-taur

The Majestic Man-taur

The Majestic Man-taur

Look sharp lads, we’ve got riders ahead! No knowing if they’re hostile, so keep those weapons… What in the name of the gods are those mounts? Hanuman’s Stones! Are those men riding… other men? Instinct: to expel trespassers

Man-taur

Cautious, Group, Intelligent, Organized, Terrifying

1 Armor, 10 HP

Hunting Bow D6 damage, 1 piercing

Close, Near

Special Qualities: Fleet-footed, Multiple Organ Systems

Moves:

– Cause discomfiture with its aberrant anatomy

– Summon the herd for support

– Drive foes before a thundering charge

It took longer than I said, but I made good on my promise. Man-taur illustration by: http://maariamph.tumblr.com/

A small collection of monsters I made for a new continent, based on the various locations and regions on our new map…

A small collection of monsters I made for a new continent, based on the various locations and regions on our new map…

A small collection of monsters I made for a new continent, based on the various locations and regions on our new map (Thank you Perilous Wilds!). I’ve only personally used the Hag’s Hut so far, but the Shale-lix stands to make an appearance soon too! (We found out the Witch inside affectionately refers to her home as “Hutsy”)

I usually try to list a few more monster moves than what is necessary just to ease the mental burden when encountering them at the table.

Enjoy!

—-

Hag’s Hut

The Hut of the swamp hag is a strange creature all its own. It moves through the muck, mostly on its master’s command, stopping at intervals to let her collect ingredients for her brew. It appears like a regular hut at rest, but in motion the house moves on giant avian legs at incredible speed. Few things are more unsettling than the Hag’s Hut sprinting through the night. Though nearly unstoppable, there might be some way to convince its owner to slow down for a chat. Leaves huge footprints in the mud that quickly fade.

Solitary, Huge, Terrifying, Construct

Taloned Stomp (d10 + 3 damage); 24HP; 3 armor;

Reach, Near, Forceful

Instinct: To Keep Moving, no matter what’s in its path

Special Qualities: Unsettling, whines like various injured animals simultaneously when harmed

Moves:

– Flick something aside like it was nothing

– Stomp something deep into the muck (ignores armor)

– Take off erratically in another direction

– Make an Earth shattering Leap

– Emit a terrifying screech.

– Reveal an utterly unnatural feature (eg. The north facing window suddenly blinks and stares back at you)

The Wraiths of the Fog Hills

“The seven wraiths of the Shifting fog hills, dozing idly by in the pale moonlight // None know how they came to be, or how they grew to boast such height.”

Giant Wraiths of the Wild; it’s unclear where they came from. They retain an intense curiosity for any living creatures that wander into their hills, much to the dismay of said creatures. They are announced by massive enigmatic statues of each of them, carved into the hillsides.

Group, Large, Terrifying, Insubstantial (at times)

Ghostly weapon (d8 + 1 damage); 10HP; 1 armor;

Close, Reach,

Instinct: To Learn from the living by any means

Special Qualities: Insubstantial at times, Intensely curious of the living

Moves:

– Drain Vitality with a curious clutching grasp

– Swing a massive Ghostly armament that changes form with each swipe

– Adapt to a recent attack as proof of their learning

– Attack suddenly and in unison

– Comment on something obvious to things that are alive

– Avoid an attack by ghosting through it

Dragon-King Slime

Maybe you’ve seen the Dragon of Razakel’s Spires, monochromatic and strangely without definition, able to bend and wobble without losing shape. Some say it was a massive slime that consumed a dragon, or perhaps the other way around, and now the two forms are inexorably linked. Others say it is just an ancient Ooze that fancies itself a ruler. Just know that it combines the unstoppable vitality of a slime with the ferocity of a dragon.

Solitary, Large, Magical, Hoarder, Ancient, Amorphous

Corrosive Claw (d12 + 2 damage); 18HP; 2 armor;

Close, Reach, Near, Damages Armor

Instinct: To Devour

Special Qualities: Mostly maintains the shape of a Dragon, but can also morph at will

Moves:

– Burn away armor

– Exhale a toxic dragon flame

– Command lesser slimes to assist

– Envelop and consume something

– Soar through the air on formed wings

– Hurl undigested scrap as deadly projectiles

Shale-lix

This stone elemental is rampaging near the Circle of Azath on a path of destruction from a long forgotten war. It can twist a landslide into itself to grow in size and power. The Shale-lix’s size may change from a wheelbarrow full of rocks to a village-smashing avalanche, but a curiously coloured stone always stands out from the pile, seeming to command the rest.

Solitary, Large, Ancient, planar, Amorphous (swarms of rock and stone)

Stone Fists (d10+2 damage 2 piercing); 16 HP; 4 armor

Forceful, Close, Reach

Instinct: To ravage the land

Special Qualities: Made of stone

Moves:

– Tear structures asunder

– Charge along an unstoppable path

– Cause an avalanche, and harness that strength.

– Send someone flying with a stone punch

– Bury something utterly

– Instinctively protect its core when discovered

Firestarter Condors

These strange creatures passively burn through patches of forest and field and are happy to pick through the ashes as sustenance. With bright orange and red wings to contrast their dark head and body, they ignite with bursts of flame when startled.

Group, Small, Magical

Fiery Talon, Burning Beak (d6 damage); 6HP; 0 armor;

Hand

Instinct: To burn down

Special Qualities: Burst into magical flame when startled

Moves:

– Cause a fire when disturbed

– Streak towards a target while fully ablaze

– Detonate with a flaming tackle and come out unharmed

– Rake with searing hot talons

I made a horde monster for Into the Heart of the Dragon that becomes a bigger horde as the players use more…

I made a horde monster for Into the Heart of the Dragon that becomes a bigger horde as the players use more…

I made a horde monster for Into the Heart of the Dragon that becomes a bigger horde as the players use more Exploratory Surgery

Bone Spurs

Large, Horde

Shards of Bone (1d6+3, 1 Piercing) HP 7, Armor 3

Special Qualities Weak to Acid

A collection of random bone shards from the dragon or from Something it has eaten.

Instinct: To defend the territory the dragon has assigned it to.

 Swarm them

 Latch on

 Crack their Armor

It uses house rules from this blog post: https://steelsmiter.blogspot.com/2016/08/on-subject-of-hordes-and-mass-combat-in.html

#DungeonWorld #Monster

#DungeonWorld #Monster

Originally shared by Jim Jones

#DungeonWorld #Monster

Sword Breaker Skeleton, aka Pincushion

Solitary, Construct, Terrifying

Charge (b[2d10] + 4 damage, + 4 piercing); 20HP; 4 armor;

Close, Forceful, Reach, Messy, Near

Instinct: Collect weapons

Special Qualities: The sword breaker skeleton is a abhorrent creation; a skeleton that has been reanimated after being dipped in molten metal and instilled with the desire that can’t be sated to take hold of weapons with its very body. Those that hear tales of them laughably call them Pincushions. Only fools that have never encountered one would make such a stupid analogy. Sword breakers are singular in their pursuit and are surprisingly strong and quick. Many have dozens of sharp surfaces protruding from their being and more than a few display the rotting remains of their last adversaries upon those jutting points.

Moves:

Impale its adversary

Charge into a group

Trap a weapon in its body

Title

Title

Vampiric Revenant (Group, Magical, Terrifying)

Bite (d6 damage 1 piercing) 13 HP 1 armor

Close

Special Qualities: Undead

A revenant in folklore is an animated corpse that is believed to have revived from death to haunt the living.The word revenant is derived from the Latin word reveniens, “returning” (see also the related French verb revenir, meaning “to come back”).

Medieval European stories of revenants have some common features. Those who revive from the dead are typically wrongdoers in their lifetime, often described as wicked, vain, or unbelievers. Often the revenants are associated with the spreading of disease among the living. The appropriate response is usually exhumation, followed by some form of decapitation, and burning or removal of the heart. Several stories state that revenants drink blood.Revenants are therefore another example of the widespread historical belief in vampires.

Many stories were documented by English historians in the Middle Ages. William of Newburgh wrote during the 1190s, “It would not be easy to believe that the corpses of the dead should sally (I know not by what agency) from their graves, and should wander about to the terror or destruction of the living, and again return to the tomb, which of its own accord spontaneously opened to receive them, did not frequent examples, occurring in our own times, suffice to establish this fact, to the truth of which there is abundant testimony.”

Instinct: Drains blood

Preys on the living

Can breathe a plague infected mist