Showing posts with label monster. Show all posts
Showing posts with label monster. Show all posts

Wednesday, March 8, 2017

Fyrsnaca

The Fyrsnaca is a wyrm native to the cold north, often found in the vicinity of hot springs and volcanoes, which it uses to reproduce. When it enters its reproductive cycle, every 100 years, it dives deep into the heat to lay a sac of eggs. It then stays with the eggs for 25 years until they hatch into the immature state of the Fyrsnaca, a clutch of red worms. During this period, the Fyrsnaca cannot survive outside of the heated water or lava, and it is quite irritable as it cannot hunt. Otherwise it is a fearsome predator, eating polar bear, seal, and whatever else it can get its teeth around. The Nords view the killing of a Fyrsnaca alone to be an exceptional deed, and often if there is a kingship crisis, at least one of the contenders will go Fyrsnaca hunting.

Fyrsnaca
AC: 15 HP: 138 Speed: 60'
Str: +4 Dex: +1 Con: +5 Int: -1 Wis: 0 Cha: +1
Saves: Dex: +4 Con: +8 Cha: +4
Perception +3
Damage: Immune to natural fire, resists magical fire
CR: 8

Actions:
Multiattack Bite/Crush
Bite +9, reach 10' 3d12+6 piercing
Crush +9 3d12+6 bludgeoning
Breath:
Fire, 30' line, 5'. Recharge 5-6
11d8 fire damage, Dex(14) for half.

Originally printed in XS2: Thunderdelve Mountain, by William Carlson, (c) TSR (1985). This content produced under the Open Game License and may only be used under and in terms of that license. The license can be viewed here.

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

Wednesday, November 6, 2013

Vodyanoi

 
Vodyanoi
% In Lair: 25%
Dungeon Enc: Gang (2d4) / Lair (1 warband)
Wilderness Enc: Warband (1d4 gangs) / Village (1d10 warbands)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 4
Hit Dice: 3 + 1
Attacks: 1 (weapon)
Damage: 1d4+1 or 1d6+1
Save: F3
Morale: +2
Treasure Type: H (per warband)
XP: 65

Vodyanoi appear to be large, portly, men with large, soggy beards, but they are in fact made of water, and can be recognized by the pools of water that tend to appear around their feet. They are the chief soldiers and minions of Koschei the deathless, fey prince of winter. They are affable and friendly if it does not interfere with their mission, but are completely loyal to Koschei. 

In combat they normally wield cudgels, doing 1d4+1 points of damage, but if it is bitterly cold out, the cudgels gain a coating of jagged ice, and deal 1d6+1 point of damage. Vodyanoi can breath water, and can cast control water as a 5th level magic-user. Often, a vodyanoi in the water will attempt to grab a victim and drown him; they gain +2 to grapple attempts while in the water. They can also summon fish, either 1d4 attack fish, or a cloud of fish that acts as a wall of smoke. 

Vodyanoi lair in rivers and lakes, and, to the extent Koschei allows it, will give the local community fish in exchange for propitiation. They especially like pearls. Each gang is led by a vodyanoi zakone, a larger vodyanoi with AC 5, 4+1 HD, and a spear doing 1d6+1/1d8+1 damage. Each warband is led by a sub-boyar, with AC 6, 5+1 HD, and a spear doing 1d6+3/1d8+3 damage. There is also a 25% chance that there will be a koldun, who has the stats of a normal vodanyoi, but 1d4 wizard levels. Each village is led by a boyar, AC 7, 7+2 HD, and a spear doing 1d6+5/1d8+5. There is also always a koldun with 1d6 wizard levels in each village.

Urban Vodyanoi are vodyanoi who have left the traditional habitat of streams and lakes, and moved to the city. There they can often be found working for the local theives guild. They have learned to alter their features to blend in; those meeting them outside of combat do not remember such encounters unless they save vs. spell or the vodyanoi wishes.

Wednesday, September 4, 2013

Vodyanoi

Russian: Malyshev. Water. 1910.
Vodyanoi
% In Lair: 25%
Dungeon Enc: Gang (2d4) / Lair (1 warband)
Wilderness Enc: Warband (1d4 gangs) / Village (1d10 warbands)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 4
Hit Dice: 3 + 1**
Attacks: 1 (weapon)
Damage: 1d4+1 or 1d6+1
Save: F3
Morale: +2
Treasure Type: H (per warband)
XP: 135

Vodyanoi appear to be large, portly, men with large, soggy beards, but they are in fact made of water, and can be recognized by the pools of water that tend to appear around their feet. They are the chief soldiers and minions of Koschei the deathless, fey prince of winter. They are affable and friendly if it does not interfere with their mission, but are completely loyal to Koschei.

In combat they normally wield daggers, doing 1d4+1 points of damage, but if it is bitterly cold out, the daggers gain a coating of ice, and deal 1d6+1 point of damage. Vodyanoi can breath water, and can cast control water as a 5th level magic-user. Often, a vodyanoi in the water will attempt to grab a victim and drown him; they gain +2 to grapple attempts while in the water. The can also summon fish, either 1d4 attack fish, or a cloud of fish that acts as a wall of smoke.

Vodyanoi lair in rivers and lakes, and, to the extent Koschei allows it, will give the local community fish in exchange for propitiation. They especially like pearls. Each gang is led by a vodyanoi zakone, a larger vodyanoi with AC 5, 4+1 HD, and a spear doing 1d6+1/1d8+1 damage. Each warband is led by a sub-boyar, with AC 6, 5+1 HD, and a spear doing 1d6+3/1d8+3 damage. There is also a 25% chance that there will be a koldun, who has the stats of a normal vodanyoi, but 1d4 wizard levels. Each village is led by a boyar, AC 7, 7+2 HD, and a spear doing 1d6+5/1d8+5. There is also always a koldun with 1d6 wizard levels in each village.

Urban Vodyanoi are vodyanoi who have left the traditional habitat of streams and lakes, and moved to the city. There they can often be found working for the local theives guild. They have learned to alter their features to blend in; those meeting them outside of combat do not remember such encounters unless they save vs. spell or the vodyanoi wishes.