Desert Harpy
January 16th, 2017 by Corbett

Desert Harpy
Harpy, Desert
Armor Class: 14
Hit Dice: 1
No. of Attacks: 1 beak / 1 weapon
Damage: 1D4 or by weapon
Movement: 20′ Fly 50’
No. Appearing: 2d6
Save As: Fighter: 1
Morale: 8
Treasure Type: D
XP: 100
A vulture-like imp, bearing the head and wings of a vulture, while still having a small humanoid torso and biped resemblance. Standing no taller than three feet high, the Desert Harpy will attack with their beak and will often carry a short spear (1d6 damage). They will often employee a harsh screech, causing fear in anyone that hears (providing all characters make a saving throw vs spells). Any character that fails the save will be compelled to run in the opposite direction until the save is made.

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Sholder Imp
January 9th, 2017 by Corbett

Sholder Imp

Shoulder Imps (devil/angel)
Armor Class: 15
Hit Dice: 3
No. of Attacks: 1 bite or weapon
Damage: 1d4 or weapon
Movement: 40′
No. Appearing: 1-2
Save As: Fighter: 4
Morale: 9
Treasure Type: None
XP: 65

These ratty, little nuisances are an absolute reason why evil needs to be destroyed in the new frontier. Shoulder Imps appear as small humanoid versions of the person that can see them. In reality they are a large nosed, blue goblinoid that stands about four to six inches tall. They are only visible to one person at a time and will commonly roost on the person’s shoulders. Every Time the Imp asks a character a question they will need to make a wisdom save (or save vs. spell, a choice made by the DM). If the roll is failed then the Imp will continue to pester the character, but if it succeeds, the character will come to their senses and the Imp will fade away or run away. No other character can see the Imps and the character affected by them will appear to be talking to themselves. Only a remove curse, dispel, or a successful save will make the imps leave. Any character that goes into combat with the Shoulder Imps distracting them will always fail initiative, suffer a -2 to all attack types, and suffer +2 to all damage taken.

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Frog Folk
January 2nd, 2017 by Corbett

Frog Folk
Frog-folk
Armor Class: 12
Hit Dice: 2
No. of Attacks:1 bite or weapon
Damage: 1d4 or weapon
Movement: 30′ Swimming 30’
No. Appearing: 1d6
Save As: Fighter: 2
Morale: 6
Treasure Type: None
XP: 70
Humanoid creatures three to four feet tall, about 60 pounds, with a face like a frog or lizard, and webbed hands and feet. They prefer to be along rivers or lakes, but they can be found in dry or desert areas (Toad-folk). Some are civilized and will even trade with travelers, though many are still savages and flee from any outsiders. Frog-folk commonly use magic to help defend themselves if they feel overwhelmed.

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June 27th, 2016 by Corbett
Blue Devil

Blue Devil

Blue Devil

Armor Class: 18
Hit Dice: 7
No. of Attacks: 2 claw/1 bite or Special
Damage: 2d4/2d4/2d6
Movement: 40’ (Fly 60’)
No. Appearing: 1d6
Save As: Fighter: 7
Morale: 10
Treasure Type: F
XP: 900
A blue devil is a large intelligent creature, from a bitter dimension of ice, that stands over seven feet tall and has large bat-like wings. Blue Devils can fly under their own power and are usually able of understanding up to three languages including their own devil tongue. Though the dimension they are from is far from the mythical hell, it is cold enough to be considered hellish in its own right. Some devils are able to cast certain spells, though it is not common. Blue Devils can breath a frost breath weapon twice per day causing 3d6 ice damage (give the victim a save vs. breath weapon to take half damage). If it touches any creature with its tongue, the creature must save vs. paralysis or freeze in place for 1d4 rounds. Though they are intelligent creatures they still have a brutal and aggressive nature and should always be considered dangerous.

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Luxen
May 9th, 2016 by Corbett

Luxen
Luxen (Elephant Men)
Armor Class: 15
Hit Dice: 2
No. of Attacks: 1 fist or 1 weapon
Damage: 2d4 or by weapon
Movement: 30’
No. Appearing: 1d10
Save As: Fighter: 2
Morale: 8
Treasure Type: D
XP: 125
The Luxen are large humanoids, standing over eight feet tall and are generally passive, but they are often recruited or forced to fight for different armies. They are commonly found in humid tropical climates, like jungles, but they are intelligent creatures and will move around as needed. Luxen stay in small family groups to hunt or travel and rely on the group as a whole unit for support. They are a collector species and keep large treasure troves nearby, if they feel threatened they will bury or hide their special items quickly.

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Death Worm
April 25th, 2016 by Corbett

Death Worm

Matu (Death Worm)
Armor Class: 15
Hit Dice: 6
No. of Attacks: 1 bite or 1 thrash
Damage: 2d6 or 2d10
Movement: 30’
No. Appearing: 1d3
Save As: Fighter: 6
Morale: 8
Treasure Type: None
XP: 825
The Matu is a faceless worm creature, covered in hardened scales to protect it, that grows to a length of twenty-five feet long. Matu’s will usually travel alone, though they will occasionally be found in small groups when they are young. They prefer sandy areas or beaches, any place with soft ground for them to burrow quickly. They will often lay in the sand, disguised as a dune or just a lumpy area, until something or someone comes in close. Because of their scaly bodies they are unable to coil or crush an enemy like a snake or other constrictive animal, instead a more common tactic is to thrash about slapping all around them with their long body.

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wererabbit
February 29th, 2016 by Corbett

wererabbit

Wererabbit

Armor Class: 13
Hit Dice: 4
No. of Attacks: 1 bite or 1 weapon
Damage: 1d6 or by weapon
Movement: 60’
No. Appearing: 1d6
Save As: Fighter: 4
Morale: 8
Treasure Type: C
XP: 175
In human form the wererabbit appears thin with wide hips, large feet, with short stiff hair, and they tend to be nervous in a crowd. In wererabbit form they are able to leap three times further than normal. They do follow all normal rules for lycanthropes, including the passing of they lycanthropy disease. One special rule for wererabbits is they must make a successful save vs. magic saving throw when in the presence of carrots, or be forced to transform and begin devouring the carrots.

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Venus Dancer
January 25th, 2016 by Corbett

Venus Dancer

Venus Dancer

Armor Class: 16
Hit Dice: 8
No. of Attacks: 1 bite
Damage: 4d8
Movement: 5’
No. Appearing: 1
Save As: Fighter: 8
Morale: 10
Treasure Type: C
XP: 1,550
Venus Dancer’s are a large plant creature that gives off an odorous smell that is attractive to most male humanoids but can make female humanoids aggressive. The creature keeps its mouth open for days at a time and will bend and twist its stamen in a slow, hypnotic pattern. The stamen has bioluminescent qualities and can be seen in the dark up to 100’ away by normal vision. Most males will be attracted and walk right up to the swaying stamen, unless they can make a save versus spell. Likewise female characters will need to make a similar saving throw or they will attack it. Once any creature is within touch range of the creatures stamen, it will clamp down on its victim and begin to crush them causing 4d8 damage per turn. Each turn they are in its grasp they will still be under the hypnotic delusion of the object of their desire unless the character saves versus spell.

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Soul Ripper
January 11th, 2016 by Corbett

Soul Ripper
Soul Ripper
Armor Class: 13
Hit Dice: 1
No. of Attacks: 1 bite
Damage: 1d4 + paralysis
Movement: 50’
No. Appearing: 2d6
Save As: Fighter: 1
Morale: 12
Treasure Type: None
XP: 50
Soul Rippers were once ghouls that have been transformed by various experiments that have left them more monstrous than before. The hideous creatures are usually humanoid in shape or size but have different animal body parts crafted into their flesh. They are still treated as undead and can be Turned by a Cleric, and are immune to sleep, charm or hold magic. They feast on the living to add souls to their fragile psyche, so anyone that is killed by a Soul Ripper cannot be resurrected until the creature is killed and their soul is released. A successful hit from a Soul Ripper causes paralyzing fear in their victim, if they fail their save the victim will remain motionless until next turn.

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December 28th, 2015 by Corbett

Baby Beaked Salamander

Beaked Salamander

Armor Class: 16
Hit Dice: 3
No. of Attacks: 1 bite + 1 flames
Damage: 1d4 + 1d8 special
Movement: 30’
No. Appearing: 1d6
Save As: Fighter: 3
Morale: 8
Treasure Type: None
XP: 180
The beaked salamander is a small sized reptile with greenish-brown scaly skin and a rubbery beaked mouth. These creatures are typically four feet long and stand a little more than one and a half feet tall. By latching on with their beak the salamander will breath flames on its opponent and roast them alive. Anyone that has been successfully attacked by a beaked salamander will need to make a successful bend bars/lift gates roll to release the beak from their flesh. For those that fail the save they will need to make a save vs. breath weapon to take half damage from the flames. The salamander is immune to fire damage and is protected against all flame-based attacks. Because it is a reptile it does take double damage from cold-based attacks. If the creature fails its morale save is will release its beak and run.

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