• 3 Replies
« on: June 28, 2012, 10:50:30 PM »
AAAH the more I see people create something, the more I feel inspired to emulate them!

Vicious Noble      Solitary, Intelligent, Organized, Hoarder
Dueling Sword (2d10·b +1 piercing damage)      12 HP   1 Armor

It seems they are glued to their throne, and even if you kill one, another takes his place. You think evil and danger come from monsters and demons? Try again.
Instinct: to be above the others
  • Oppress commoners
  • Buy silence
  • Overreact to a challenge or provocation
  • Change the law to his advantage
  • Let his personal body-guard do the dirty work
  • Call the guards

Magic Eater      Group, Organized, Magical
Claws (d8 damage)      6 HP   0 Armor
Special Qualities: detect magic

Aeons ago, they were humans, like me and you. They loved magic, and their studies on the arcane arts changed forever the way spells are done. But what begun as a passion became an addiction. They built more and more powerful artifacts, they crafted more and more energy-consuming spells, detaching themselves from the world. Reality meant nothing to them, and their magic eventually twisted their bodies after their minds. Now they seek refuge in places of great power, eating residual energy, and hoping for some adventurer carrying enchanted equipment—or even better, a true spellcaster—to come by.
Instinct: to feed on magic
  • Absorb the effects of a spell
  • Unleash an ancient spell
  • Act driven by pure madness

Tatzelwurm      Solitary, Magical, Intelligent, Large, Hoarder
Bite (d10+1 damage)      16 HP   1 Armor
Close, Reach
Special Qualities: burrowing

Those cousins of dragons—from the italian folklore, not from some weird heavy house-ruled editions of popular RPGs—are the apex predators in mountainous forests. They resemble very big snakes with two arms and a voracious face. Territorial, brutish, and magic weilding, they are a force to be reckoned with. More than a king has put a bounty on the head of a Taztelwurm, since they have no worries about expanding their dominion when the forest has no more preys and a near farm is full of pigs and cows.
Instinct: to be at the top of the food-chain
  • Paralyze a prey during eye-contact
  • Ambush the unsuspecting from the forest
  • Work a simple earth-spell
  • Envelop in spires
  • Blow a poisonous cloud
« Last Edit: June 28, 2012, 11:02:41 PM by (not that) adam »
Oh, the things we tell ourselves to feel better about the long, dark nights.

« Reply #1 on: June 29, 2012, 11:20:52 PM »
And now, for my favourite campaign end-boss of all time! Based on the 1981 fiend folio and the 1977 monster manual entries.

Death Knight      Solitary, Intelligent, Organized, Magical, Divine, Terrifying
Enchanted Sword (2d10·b+6 damage)      18 HP   4 Armor
Close, Forceful
Special Qualities: immunity to turning, aura of fear

It’s not that since paladins are blind bigots with a stick up their asses, everyone hates them. It’s because of what happens when one of them joins the dark side.
Instinct: to lead the army of darkness
  • Reflect a low-level spell to the caster
  • Ride a Nightmare into battle
  • Summon evil minions
  • Command the undeads
  • Unleash a powerful spell of death and destruction

Nightmare      Solitary, Intelligent, Planar, Magical
Burning Hooves (d10+2 +1 piercing damage)      12 HP   4 Armor
Close, Messy
Special Qualities: airwalking, astral travel

Under a great rider there's always a great mount.
Instinct: to be rode by the most powerful and evil
  • Burst a cloud of chocking and blinding smoke
  • Leave behind a trail of blazing fires
  • Follow the orders of a worthy rider
« Last Edit: June 30, 2012, 12:16:12 AM by (not that) adam »
Oh, the things we tell ourselves to feel better about the long, dark nights.



  • 43
« Reply #2 on: June 30, 2012, 07:43:39 AM »

« Reply #3 on: June 30, 2012, 10:35:34 AM »
Thanks for teaching to me this never-heard-of-before english word!
Oh, the things we tell ourselves to feel better about the long, dark nights.