Showing posts with label OSR Compatible. Show all posts
Showing posts with label OSR Compatible. Show all posts

Sunday, September 20, 2026

Curious Creatures: The Squonk - Revisited

This article is an Updated version of an earlier article we posted back on July 15, 2017. Original post found HERE!

A complete pdf file of this article can be downloaded free of charge HERE.

Deep in the damp, moss-choked hemlock stands of the northern forests, there is a sound often mistaken for a lost child or a bitter wind groaning through rotted timber. Woodsmen who know better step softly and check the earth for glistening trails of salt and brine. They know the sound belongs to the Squonk (Lacrimacorpus dissolvens)—a creature cursed with an acute, tragic awareness of its own absolute hideousness.


First chronicled in William T. Cox’s 1910 classic Fearsome Creatures of the Lumberwoods, the Squonk has long been a quiet favorite of folklore lovers and progressive rock fans alike. Covered in sagging folds of loose, ill-fitting hide riddled with warts, weeping moles, and pustules, the beast spends its solitary existence huddled in hollow logs, weeping continuously over its grotesque appearance. It despises company, avoids bright sunlight, and harbors an instinctive dread of mirrors or still water pools where it might catch a glimpse of its own reflection.

Despite its pitiful disposition, hunting a Squonk is nearly impossible. While it leaves an obvious trail of salty tears, it is an astonishingly nimble creature when startled. More famously, as old woodsman J.P. Wentling discovered when he managed to sack one in the hemlock ridges of Pennsylvania, capturing a Squonk rarely yields anything more than a damp bag. When cornered, trapped, or panicked, the creature’s emotional misery triggers a total physiological collapse: it simply dissolves into a frothing puddle of tears and bubbles.

Alchemy & Adventure Hooks

The tears of a Squonk are a prized reagent among hedge wizards and master alchemists, driving unscrupulous hunters to seek them out.

  • The Universal Solvent Base: Distilled Squonk tears resist magical coagulants and can be brewed into an oil capable of dissolving hardened resins, arcane locks, or petrified flesh.

  • Elixir of Sorrow: Alchemists brew the saline fluid into draughts of melancholia, dampening rage effects or putting violent beasts into a docile, weeping stupor.

  • The Purity Paradox: A Squonk dissolved through sheer panic leaves tears fouled with bitter bile, rendering them inert within minutes. To obtain viable alchemical tears, the liquid must be collected while the creature is comforted, soothed, or weeping from genuine, quiet relief—turning what could be a brutal hunt into a test of player empathy and roleplay.

OSR / Classic System-Agnostic Version

A loose-skinned, warty woodland wretch that flees at the first sign of danger.

  • Armor Class: 3 [16] (Fast and difficult to pin down)

  • Hit Dice: 1+2 (6 hp)

  • Attacks: Water Burst (Special Touch)

  • Damage: Blindness / Prone (see below)

  • Movement: 150’ (50’)

  • Save As: Thief 3

  • Morale: 4

Camouflage & Stealth: When motionless in heavy timber, undergrowth, or shadows, a Squonk is effectively invisible (hidden on a 1–5 on 1d6). However, its muffled sobs reduce surprise chances against alert parties to 1 on 1d6 if the party takes time to listen.

Water Burst: When cornered with no avenue of escape, the Squonk hurls itself at a pursuer, transmuting its physical mass into a high-pressure torrent of brine at the moment of impact. The target must make a Saving Throw vs. Breath Weapons (or Dexterity check). On a failure, the victim is knocked prone and blinded by stinging saltwater for 1d4 rounds. The Squonk immediately reforms at the edge of the splash zone and bolts into the brush at double movement speed.

Dissolution: If reduced to 0 Hit Points, grappled, or enclosed in a container (such as a sack, net, or cage), the Squonk lets out a despairing wail and dissolves completely into a 2-foot-wide puddle of salty, bubbling liquid. It cannot be killed for meat or hide; it simply ceases to hold physical form. If left undisturbed, the puddle evaporates into mist within an hour, reforming as a living Squonk in the deepest section of the forest at the next new moon.

Fifth Edition (5E) Version

Squonk

Small Fey, Neutral Good

  • Armor Class: 15 (natural armor)

  • Hit Points: 14 (4d6)

  • Speed: 40 ft.

STRDEXCONINTWISCHA
6 (-2)18 (+4)11 (+0)10 (+0)14 (+2)5 (-3)
  • Saving Throws: Dex +6, Wis +4

  • Skills: Perception +4, Stealth +8, Survival +4

  • Condition Immunities: Charmed, Frightened (cannot be frightened further; constantly in sorrow)

  • Senses: Darkvision 60 ft., passive Perception 14

  • Languages: Understands Sylvan and Common but cannot speak; communicates through whimpers and chitters

  • Challenge: 1/2 (100 XP) | Proficiency Bonus: +2

Melancholy Trail: The Squonk constantly weeps, leaving a glistening trail of saline fluid. Wisdom (Survival) checks made to track the Squonk by smell or sight have Advantage, provided the environment is not actively washed by heavy rain or running water.

Mirror Aversion: If the Squonk starts its turn within 30 feet of a reflective surface (such as a mirror or still pool) and can see its own reflection, it must make a DC 13 Wisdom saving throw. On a failure, it spends its entire turn weeping uncontrollably and its speed is reduced to 0 until the start of its next turn.

Slippery Agility: The Squonk can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Water Burst: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target takes 4 (1d8) bludgeoning damage and must succeed on a DC 14 Dexterity saving throw or be knocked prone and blinded until the end of its next turn by pressurized brine. Immediately after the attack resolves, the Squonk teleports up to 30 feet to an unoccupied space it can see, reforming from the spray.

Reactions

Tearful Dissolution: When the Squonk is grappled, restrained, or reduced to 0 hit points, it can choose to instantly dissolve into a puddle of warm, bubbling tears. While dissolved, it is immune to all damage, cannot interact with objects, and cannot take actions. If the puddle is left undisturbed for 24 hours, the Squonk quietly reforms with full hit points at the following dusk and slips away. If bottled while dissolved, the tears remain liquid, yielding 1d4 vials of pure alchemical solvent before losing potency.


Food for thought

Befriending a Squonk requires flipping the standard woodland encounter on its head: traditional Animal Handling methods like sudden food tossing, sharp whistling, or trapping will immediately send the creature into a blind panic where it dissolves on the spot. Because the beast suffers from profound self-loathing and a paralyzing fear of rejection, winning its trust is an exercise in radical patience, tact, and low-pressure reassurance.

The encounter works best handled in deliberate stages:

  • Cover All Reflective Surfaces: Before making an approach, the party must stow polished shields, cover steel mirrors, and avoid drawing the creature near clear, undisturbed pools. If a Squonk catches sight of its own sagging, warty visage, the shock and grief will drown out any attempts at communication.

  • The "Ignored Presence" Approach: Never march straight up to it. The most reliable method is to sit down nearby with your back turned or angled away, quietly tending a low campfire, whittling, or humming a low, sorrowful tune. Giving the Squonk the illusion that it remains hidden allows its natural curiosity to slowly overpower its terror.

  • Tears and Comfort Over Treats: Standard rations don’t interest it nearly as much as soft, dry materials. Offering a warm woolen blanket, a patch of soft dry moss, or clean cloth to dab at its perpetually running eyes signals gentleness far better than dried meat. If food is offered, it should be mild and absorbent—crusts of dark bread or dry oats left sitting on a flat stone rather than handed over directly.

  • Gentle Reassurance Without Glares: Characters must avoid staring directly at the creature's deformities. Looking slightly askance while speaking in calm, hushed, empathetic tones convinces the Squonk that it isn't being judged or mocked. Validating its misery rather than trying to force cheerful energy makes it feel understood.

  • The "Tear-Bond" Ritual: In game mechanics, this can culminate in a shared moment of pathos. If an adventurer genuinely comforts the weeping beast—perhaps sitting beside it during a quiet rain, sharing a sorrowful personal tale, or simply allowing it to rest its damp, heavy head on a cloaked knee without flinching—the Squonk stops crying for the first time in its memory.

Once bonded, a Squonk becomes an intensely loyal, if high-maintenance, companion. It will gladly curl up at the foot of a bedroll or ride tucked deep inside a loose, dark satchel away from prying eyes. In return for safety and an uncritical friend, it can serve as an uncanny tracker of damp subterranean routes, an early warning system for stealthy predators (it hears pursuers long before anyone else), and a quiet source of pure, willingly gifted tears that an alchemist or apothecary can actually use.




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Sunday, February 11, 2018

Optional Rules: Torches and Dark Lanthorns

The fighting combination of weapon and fire has been around since prehistoric times. Fire being the only form of light available to early mankind, it only makes sense that it would be used in conjunction with some means of attack during nighttime conditions. However, self defense against predators isn't the only time the combination has been of use. Not only can torches and lanterns provide light for an attacker to see by, they also provide a means to temporarily blind one's opponents. This is a fact often unrealized or ignored in game rules.




Some undead and other creatures are not effected by normal weapons, but are not immune to fire damage. Not every campaign is the same, so do not make assumptions. Always consult with your DM first.

Torches do 1d4 fire damage. While they may be used as a club, they are not as weighty as a proper cudgel. Each time a torch is used to beat something, it has a 1 in 6 chance of accidentally going out. If dropped, a torch will go out in 3-6 (1d4+2) rounds.

Lanterns are neither heavy, nor hardy, so using them as a bludgeon isn't an option. Yes, they may be used to strike a target, but usually only once, doing 1d4 damage. Intentionally breaking a  lighted lantern upon a target will do 1d4 fire damage, and 1 more point of damage per round for the next 2 rounds, and will also destroy the lantern.

Lanterns and torches may be used in combat to defend against small light weight melee (hand-to-hand) weapons. When used as such, improve the defender's armor class by one better. When used for defense, a lantern or torch can not be used to temporarily blind opponents, or as a bashing weapon.

Care must be taken, for if used in hand-to-hand combat, a lantern can be targeted by an opponent. On a successful attack against leather (plus any dexterity modifiers), a lantern can be broken, causing flaming oil to splash on the carrier (see above).

When in darkness conditions, lanterns and torches may be used to temporarily blind opponents in hand-to-hand combat. The attacker must call out their intention before making the attempt. Making the attempt does not count against the number of attacks the attacker may make that round, but does disallow the light source from being used offensively or defensively, that round. An opponent must make a Save, or suffer -1 on all to-hit rolls that round. Defenders actively using shields or cloaks to help block the light need not make Saves.

"Dark Lanthorns" (dark lanterns), or bullseye lanterns, carried by armed individuals with weapon in hand, is considered a crime in most cities, and brings stiff penalties. Thieves and ne'er-do-wells, use covered lanterns to carry out their crimes in secret, or to blind good people when setting upon them with nefarious intent.

Friday, February 9, 2018

New Magic Spells: Zero Level Spells I

The following are some zero level spells (Cantrips) for magic-users. This article does not include rules for zero level spells, just a list of such spells.


Ignore

Sometimes called, the "Jedi Mind Trick", by players. The caster creates an aura of disinterest around themselves and those standing close to them. Individuals and ceatures of up to three hit dice, that fail their Save, will lose interest in speaking to the caster and ignore them. This spell lasts for one round (Minute) per level of the caster.

Note: This spell will automatically fail against targets that are trying to activavely kill or capture the caster. Nor will a target ignore the caster if the caster is doing something they shouldn't be doing, like trying to pick a lock or take something that the target is guarding.


Perfect Fit

When cast upon non-magical clothing, footwear, and accessories, the items will permanently alter themselves in shape and size (up to plus or minus 50%) to fit the caster perfectly, or person the caster designates the clothing to fit. Once altered, the items stay that way, unless altered again with another spell.

Unless the DM specifies otherwise, this spell does not affect non-magical armor or weapons.


Fisherman's Friend

When cast on a fishhook or lure, it will attract the attention of any "good-size" fish is in the area. Note that this could in turn then unintentionally attract the attention of any "good-size" predators in the area as well. This spell lasts for 10 rounds (minutes).


Stay Fresh

When cast upon a container, sack, backpack, etc., anything placed within will be kept fresh, and free of pests. Any aromas and whatnot will not escape the container, thus keeping it from attracting critters looking for food. Note that this spell does nothing to keep containers waterproof, or protected from the elements. This spell lasts for one day, per casting.


Hold Water / Waterproof

This spell will make one item waterproof, thus allowing it to hold water, or keep water out. This spell is often cast on clothing and footwear to keep the wearer dry, or cast upon sacks and similar items so they may carry water.  The spell does nothing to make the item stronger, so a cloth sack could still rip if you filled it with too much water. This spell lasts for one day, per casting.


False Purse

When cast, if anyone attempts to pickpocket the caster, they must make a Save of else they will inadvertently filtch the prepared false bait purse/item over any other valuables. Of course, this spell requires a false purse or other target item upon which to cast the spell. This spell lasts for one hour per caster level.


Caught Red Handed

When this spell is cast upon an item, or object, the next living thing to touch it without first speaking the pre-set password, will end up with a completely red hand. This spell lasts for up to one full day, or until it is triggered. The red stain lasts for a full 24 hours after touching the guarded item, and can not be removed without magic or dismissed by the caster. The stain works through gloves. There is no Save.


Water Wings

This spell causes the target to float in water (or other liquids), even if wearing armor. The character effectively floats enough to keep their head above the surface comfortably. This spell lasts one hour per level of the caster. This spell can be cast underwater.


Jam the Door/Lid

A weaker form of Wizard Lock. This spell makes a door or container harder to open. Opening something "jammed" will take effort and time, most likely being a little noisey too.

Friday, January 19, 2018

Optional Rules: Healing, Medicines & Magic - Part Two


For game purposes, medical attention, is defined as care provided by anyone competently trained in the arts of healing. But first, a clarification. First aid, that is the immediate treatment of wounds to stop bleeding, and prevent further injury, is a basic skill possessed by many. Anyone who has spent any time at all on a battlefield, or trained in the use of violence, learns rather quickly how to keep themselves and others from bleeding out until competent help arrives.

But, for game purposes, just who can be assumed to have training in competent medically related skill? Many, but not all, clerics will be trained in such arts, as long as it is appropriate for their deity/order. Druids have training in the healing arts, with an obvious leaning towards herbal and natural remedies. It is not unusual for Rangers and Monks to have access to such training. Some magic-users, with the appropriate areas of study, may be competent healers, even though they do not have healing magics. Paladins may use healing magics, but are usually not trained in the medical arts, unless their deity/order is associated with such knowledge. However, any character with a reasonable background explanation, could have access to healing skills.

Those with knowledge of herbalism and alchemy, can locate, identify, and prepare specific plants, fungus, and other substances for use in creating non-magical potions, tinctures, poultices, powders, and other concoctions, for either beneficial or harmful purposes.

Healers double the hit point recovery of those under their care, per day. Up to six patients may be under a particular healer's care per day, to receive adequate treatment.

Some DM's may require a healer to make a Competency Check, when treating patients under difficult circumstances or severe medical issues. Simply roll under x4 healer's Intelligence + level (if their class applies to healing), expressed as a percentile dice roll. Rolling under this target number means the patient was competently treated. Herbalists and alchemists may add an additional x1 Wisdom + level, to this roll, due to the additional benefit of their knowledge and medicines.

Treating poisons and diseases always require a Competency Check, and allow a character a second Saving Throw, to reduce or negate the deleterious effects. It is up to each DM to decide what effect such intervention should have in game.

Medical Treatments:

Advanced First AidWhen a character is wounded, a healer can immediately treat the character's wound the next round, restoring up to 1d3 hit points, but no more than the original wound, or above the character's normal hit point total. This may only be done once per day. The healer may only be able to do so if left unmolested.

Treat Poison - If a healer can immediately treat a patient that has been poisoned within one round, then add +2 to the character's Save.

Slow Poison - Should a character fail a Save, they do not immediately die, though they will become incapacitated and unconscious. If a healer can begin treatment within three rounds, they may slow down the effects of the poison by one hour per point of Intelligence + level, of the healer.

Treat Disease - A healer treating a patient allows a +2 to any Save the character must make against the effects of a disease.

Slow Disease - Some diseases have quick, debilitating effects. A healer can often slow down these effects for hours, if not days, in an attempt to keep the patient alive until magical healing can be applied.

Medicinal Preparations:

Herbalists, physicians, and alchemists/apothecaries, can make either fresh, or preserved, substances to help treat poisons, diseases, etc. Freshly prepared are usually made within 24 to 48 hours. Preserved are specially prepared to last longer before being used, but have reduced potency.

Antitoxin - When ingested, give a character a +1 bonus to Save vs poisons for the next hour. +3 to Save if the preparation is freshly made. Price: 50 gold pieces per vial.

Panacea - When ingested, gives a character a +1 bonus to Save vs disease, or infection. +3 to Save if the preparation is freshly made. Price: 30 gold pieces per vial.

Wednesday, January 17, 2018

Optional Rules: Healing, Medicines & Magic - Part One


The following rules alter the recovery rates of natural and magical healing to some degree over the RAW (Rules-As-Written). Each DM is strongly encouraged to study them carefully before allowing them into their own campaign.

As written (in Swords & Wizardry), natural healing restores 1 hit point per day of uninterrupted rest. And four weeks of uninterrupted rest and recuperation will restore a character to full hit points, regardless of damage taken.

Extrapolating from this, we have integrated the following rules into our home campaigns. We call these rules, the Four Weekly Stages of Healing. They may seem complicated, but they're not. The progress of tracking healing this way is very simple and intuitive.


First Week: The character must rest uninterrupted. Any activities will re-open wounds and cause the character to begin to "bleed", losing 1 hit point per hour until the wound is properly tended to again.

Second Week: The character must rest, avoiding strenuous activities, or they will not regain any hit points for each day they are active. After the first week, a character also adds their Constitution bonus, if any, to the number of hit points they regain each week.

Third Week: The character may perform light duties and still recover hit points.

Fourth Week: The character can perform some strenuous tasks, but overexertion will negate the recovery of any hit points for that day.

Injured characters, under medical care, regain hit points at twice the rates stated above.

Using magic to accelerate the healing process works as follows. Any day which a Cure (Any) Wounds spell is cast upon the character, automatically bumps that character's level of recovery up by one week, if they are not completely healed outright. This may only happen once per day, no matter how many healing spells are cast upon the same character after the first, unless the character is healed completely.

Efficacy of spells and potions are as follows. Each day, the first spell cast upon the character, or potion imbibed, will heal the character up to the full amount of hit points allowed by its type. Any further spells or potions are reduced by half normal. This reflects the fact that magic can only do just so much per day to restore a character's health.

Sunday, January 14, 2018

Optional Rules: Giant Beasties

Sir Gawain battles a "Sea Dragon" - Prince Valiant - Hal Foster

I don't know about most new players these days, but back in my day, we used to get gnawed on by some of the nastiest giant critters around. I'm not talking about large monsters, though we ran into our fair share of those too. I'm talking about extra-large, to giant-sized, versions of normal animals. Of course, this was back before they started all this "dire" business with animals having sharp ridged boney plates.

Megafauna*, or "Giant" animals are nothing to sneeze at. Nature has spent millions of years honing dangerous predators to a fine killing edge, and with a little DM's help, larger versions become a real menace to even the most skilled and well-equipped adventuring parties. A random and unexpected encounter with a giant crocodile at a river crossing can really throw a wrench into your group's plans when they lose a mount or a pack animal, or four, within a matter of a few rounds!

Even animal types that aren't normally predators, become seriously dangerous when you increase their size. Aurochs, giant cattle, can quickly ruin your day when pissed off bull, the size of a large delivery van, decides to charge you. Normally harmless wild weasels that avoid human contact, become aggressive mean-eaters, when you make them the size of large hounds or even a horse. Keep in mind that "giant" anything generally have no normal natural predators in their habitat, because they are too dangerous to attack. Player characters often don't care about this fact and all too often underestimate these "stupid animals".

Giant versions of animals usually use the same successful hunting strategies of their smaller cousins. Hiding under the surface of the water, Laying in wait up in tree limbs, hiding in underbrush, or dugout holes. They can attack from hiding areas instantly, or cover enormous distances with horrific speed. As DM, don't be shy about using these tactics. Giant animals aren't just a collection of statistics to face off against. Don't just throw away some genuine opportunities to add color and bring the wilderness of your campaign to terrifying life. Use megafauna to your fullest advantage.

Because of their increased size, some DMs may rule that very large animals automatically gain initiative over opponents not attacking with reach weapons, such as polearms, or ranged weapons. Furthermore, they may rule that attacks using close combat weapons (most normal hand-held weapons) will initiate a free counter attack by the larger opponent. Even if attackers use spears and other polearms, some DMs may rule that the animal may get a free counter attack against the weapon, attacking an AC of 5 (plus any Dexterity bonus), to force the attacker to roll a Save, or lose their weapon to a break or disarm (roll 1d6; odds, the weapon breaks.. evens, it is torn from the hands of the wielder).

* - Megafauna, (from Greek μέγας megas "large" and New Latin fauna "animal life") are large or giant animals. - Wikipedia


Saturday, January 13, 2018

Optional Rules: Quick and Dirty NPC Stats

Sometimes, either due to a time crunch or unexpected turn of events, you as the DM must pull stats out of the air for an NPC. You could grab an already written module and yank an NPC out of the per-gens (pre-generated characters), or snag an able bodied candidate from the well-thumbed pages of the City State of the Invincible Overlord*, but you won't always have an easy resource like these at hand. You might even carry pre-written character sheets with you, but again, you might not have them on hand. Of course, the digital age makes finding a character generator as easy as reach for your cellphone, BUT that's IF you have signal, and data.

So what to do? Well, in our home campaign, we have a simple character ability array that can be dropped in quickly without any difficulty. The arrays are easy enough to note on the inside of a game book cover, or an index card and shoved into your game materials.


The following ability arrays are written for Swords & Wizardry characters, but are compatible for most OSR clones and D&D systems. They come in three tiers; Low (1-4 level), Medium (5-8 level), and High (9-12 level). These arrays allow for the possibility of a slight bonus for NPCs, but not enough to make them out shine an exceptional player character.

Low: 13, 12, 11, 10, 9, 8

Medium: 14, 13, 12, 11, 10, 9

High: 15, 14, 13, 12, 11, 10

If the character is a member of a character class, then place their highest stat in their Prime Attribute for that class. Place the other scores as befits the particular character to help emphasize their strengths, or weaknesses. Do not get into the habit of dropping their lowest stat into a Dump Stat, usually Charisma. Character then become predictable and boring.

Hit Points can be figured as follows, just assume they have hit points equal to one half their class Hit Die. For medium level characters, add +1, for high add +2. These are NPCs, not player characters, only truly exceptional NPCs should have higher stats and more hit points.


* - If you don't own a copy, then shame on you.

Thursday, January 11, 2018

Myths & Monsters: Mogli

MOGLI



Hit Dice: 1
Armor Class: 4 [15]
Attacks: Bite (1d2), or Frenzy (whirlwind of claws and fangs) (2d3)
Saving Throw: 16 (+2 vs Spells)
Special: Very limited invisibility
Move: 9/12 (flying leaps)
Alignment: Neutrality
Challenge Level/XP: 3/60



Mogli (both singular and plural), have a very limited invisibility. They may only become invisible for a second or two, but not when being directly observed. The moment they are out of everyone's line-of-sight, they can become invisible for a short moment or two, just long enough to move to a different position before becoming visible again. While invisible, they may move freely in the line-of-sight of others, without revealing themselves. The normal rules for Invisibility do apply, so they may not attack and remain invisible.

When fighting defensively, or trying to fend off a minor annoyance, a Mogli will use its bite. They only fly into a Frenzy when grappled, or cornered. Being very intelligent animals, they will try breaking an attacker's line-of-sight to then use their invisibility to gain an advantage, or to escape. They do not have true flight, but can run along and use their wings to make great leaps and bounds of up to 9 feet or more, but they must have at least 10 feet of clearance to do so.

Unusually intelligent, Mogli can understand the languages of men, or other races they live in close proximity too. Totally self-absorbed, they will ignore anything said to them, unless it has to do with food, or praise, otherwise they couldn't care less and ignore everything unless it serves their self interest. Though they do not speak in any known language, they are able to communicate basic ideas, like feed me, scratch my belly, get out of my spot, etc. Sometimes when talked to, the speaker will reply to themselves using a different voice, interpreting the meaning of the Mogli's expressions and odd  mewling sounds.


Though reptilian, their skin is soothingly soft. Intelligent beings are often lulled into stroking a Mogli while it rests in their laps. The creature will give a little nip to indicate that it's had enough petting and scritches. It is not unusual for a Mogli to adopt an intelligent being to serve it. Such creatures will often give the Mogli small trinkets and treasures, most of which will be ignored in favor of whatever packaging they came in. Unless they make noise, in which case the Mogli will play with it endlessly while its servant sleeps.


On rare occasions, a Mogli will serve as a spellcaster's familiar.


Design Notes: Yes, Mogli are basically cats.

Wednesday, January 10, 2018

Myths & Monsters: Sthagati

STHAGATI

"The Stranglers of Bombay" film 1959

HD: As per Level
AC As per armor, usually padded
ATK: Clubs 1d4 / Garotte 1d6
MOVE: 12,
SAVE: as per Level
AL: C
CL/XP: As per Level

Special: Strangulation.

Sthagati, from the Sanskrit, meaning "to conceal", are murderous religious fanatics. They carry out ritualistic sacrifices in the form of strangulation of their victims, to appease their terrible goddess. These victims are often random encounters, but can also be targets of vendetta, or chosen by the leaders of the local cult for various reasons. This causes terror and compliance from the local population and officials, who are fearful of becoming targets should they speak out or interfere in any way.

Sthagati are treated as thieves, who use their skills to hunt down and kill their victims. Religious restrictions do not allow them to draw blood, so they use clubs and garrotes, with all sacrifices by garrote. They do this entirely out of zealous service to their blood-thirsty goddess, not for personal gain. It is not uncommon for the leaders of the cult to specifically target enemies for self enrichment and personal gain, but it is done carefully under the guise of their religion. They are not assassins, who's profession involves many various ways to infiltrate and multiple ways to kill targets.

Strangulation: Using Swords & Wizardry rules - add all additional backstabbing multiples as d6 to unarmed combat rolls.

A local cult will have 10-20 members, from all walks of life All should be treated as 1st level Thieves. 1 out of 5 will be a headman (sub-leader) of 3rd level, and 1 out of 10 will be a Leader of 5th level. Every 20 cultists will have an additional Master, of Cleric level 5. Every 100 will have an additional High Priest of 9th level Cleric. Sthagati priests will never bring the dead back to life, but they will create undead to guard their temples and secret meeting places.

Sthagati Cultist - Cultist / Headman / Leader

Level:                   Thief 1 / 3 / 5
Save:                    15 / 13 / 11
Climb Walls          85% / 87% / 89%
Delicate Tasks 
   and Traps          15% / 25% / 35%
Hear Sounds        3 in 6 / 4 in 6 / 4 in 6
Hide in Shadows  10% / 20% / 30%
Move Silently        20% / 30% / 40%
Open Locks          10% / 20% / 30%
Backstab               x2 / x2 / x3
CL / XP                 2 (30) / 4 (120) / 6 (400)


Sthagati Priests - Priest / High Priest

Level:                    Cleric 5 / Cleric 9
Save:                     11 / 7
CL / XP                  6 ( 400) / 12 (2,000)

Sunday, January 7, 2018

Myths & Monsters: Belkest

BELKEST

(Daemon Lord of Tricks and Traps)

HD N/A (200 hit points)
AC 0 [20]
Atk 2 claws (3d6)
Move 12, Fly 12
Save: as level 20 Thief
AL N
CL/XP N/A

Special: Daemonic Powers, fights as a level 20 Thief

Belkest, is the Daemon Lord of Tricks and Traps. There isn't any trick or trap that he does not know how to circumvent, or disarm. Any trapsmith, architect, or anyone else that builds or creates tricks and traps, all pay homage to him. Experts seek out priests of Belkest for their instruction on the construction of various deadly mechanisms. 

The inscription of Belkest's symbol, the curling horns, is a warning to thieves and interlopers that they face one of the deadliest and most challenging devices ever created. Such traps are always the most difficult to disarm, or bypass, giving huge penalties to any making the attempt.

As for Belkest himself, he possesses all the powers and abilities one would expect from a Daemonic Lord. He is immune to all spells, and spell-like effects, of 5th level and below. He may use any spell known to man, once per round, as a caster of 15th level. Can only be harmed by artifact level weapons, and can only be "killed" on the Mortal Plane. His Daemonic form reconstitutes in the Plane of Daemos, but he may not return physically to the Mortal Plane for one year and a day.

Belkest can disarm, or dismantle, any trick, trap, or lock mechanism without difficulty. Summoning him to perform such a task will require great payment. Multiple or frequent summons will try his patience, requiring greater payments, or he will collect the souls of those who have offended him. Gifts of blueprints to new inventions fascinate him, and are acceptable tribute.

Tuesday, January 2, 2018

Myths & Monsters: Slythern Wyvern




Slythern Wyvern



Hit Dice: 8
Armor Class: 3 [16]
Attacks: Bite (2d8) or sting (1d6 + poison)
Saving Throw: 8
Special: Poison sting, shapeshift
Move: 6/24 (flying)
Alignment: Neutrality
Challenge Level/XP: 10/1,400

Normal wyverns are a two-legged form of dragon, much smaller in size and not very intelligent. Slytherns, however, are possessed of a frightful cunning and intelligence, as well as  the limited ability to shapeshift to a man-sized, humanoid reptillian form. They also have all the abilities of the Assassin class, at the 5th level of ability. They keep their armor class, but increase ground speed to 12.

In their wyvern form, they possess the normal wyvern abilities of flight and poisonous sting, along with the limitation of only being able to bite or use their stinging tail, but not both, in the same round.

Knowledge of Slytherns is not a commonly known fact. Only a few sages have ever even heard rumors that these mysterious creatures exist. In fact, Slytherns have killed to keep their secrets safe.

For the DM: Slytherns are a mysterious reptilian cult, much like a draconic assassin's guild, that operate in secret at the direction of their Master, an ancient Black Dragon. There is a human assassin's death cult, known as the Wyvern Brotherhood, that operates as informants, support personnel, and assassin assault teams, but the Brotherhood is unaware of the true nature of their mysterious leadership and its goals.