Monstober Day 28: Choir.

These beings resemble a floating set of choir robes, holding a dagger or song book in invisible hands. If encountered as a group, they form a powerful amalgam, each more destructive than the one before it. Their faces have narrow eye slits and elongated mouths. The sounds they emit are capable of driving sane beings mad or destroying structures.

Choir of Discord.

For Dungeon Crawl Classics or similar D20 games.
These beings resemble a floating set of choir robes, holding a dagger or song book in invisible hands. If encountered as a group, they form a powerful amalgam, each more destructive than the one before it. Their faces have narrow eye slits and elongated mouths. The sounds they emit are capable of driving sane beings mad or destroying structures.

Dark Singer:

Init +1; Atk dagger +3 melee (1d4); AC 13; HD 5d8; MV 20’, fly 30’; Act 1d20; SP destructive song (DC 13 Will if soloist. See Below.) Disruptive Aura; SV Fort +2, Ref +3, Will +6; AL C.

Solo stats are as above. However they rarely appear this way. Song of Madness. AC, HD, and Saves as above.

Duet. Init +2, Act 2d20, Song of Torment- save becomes DC 14. AC14, +1d8 HD, All Saves +1

Trio: Init +3, Act 2d20, Song of Destruction save becomes DC 15.

Quartet: Init +4, Act 2d20+1d24, Destructive Song save becomes DC 16.

Chamber Choir (5 -12) +1d8 HD per member. Act 2d20+1d24. All saves +1 per member. Dischord of Discord. All with hearing within 10′ per choir member must make a Fort Save DC 13 + 1 for every two members. Take 6d8, save for half damage. Nearby structures begin to take this damage (no save) every round after the second.

Disruptive Aura: Any creature that moves within 5′ of a Dark Singer or group must make a Will Save DC 12 (regardless of group size) or lose 1 action for 1d4 rounds.

Thanks for stopping by. Art and more on their abilities as well as origin to come.

Monstober Day 29: Wing.

The Turkey Demon: A jet black fire-breathing turkey with six tentacles and it can fly, too.

The Turkey Demon: A jet black fire-breathing turkey with six tentacles and it can fly, too.

Turkey Demon (Type 3): Init +2; Atk tentacle +9 melee (1d4) and beak +10 melee (1d8); AC 16; HD 6d8; MV walk 20’ or fly 40’; Act 7d20; SP Infravision, darkness (+12 check) grasp 1d4, Breathe Fire SV Fort +5, Ref +2, Will +5; AL C.

Immune to weapons of less than +2 enchantment or natural attacks from creatures of 5 HD or less; half-damage from fire, acid, cold, electricity, gas.

Tentacle attack: For each tentacle that strikes the same character, the demon receives 1d4 on an opposed Strength check to hold the character down. For example, if 6 tentacles hit a character in a single round, the character takes 6 points of damage, and the demon rolls 6d4 on a Strength check against the character. If the demon wins the Strength check, the character is grappled and cannot attack unless he spends the next round struggling and succeeds on an opposed Strength check. The demon may not use its breath weapon while a character is grappled.

Breath Weapon: The Turkey Demon breathes a cone of shadowy fire, width 1d4x10’, length 1d6 x 10’ 6d8 damage, Ref save for half. Characters hit with the breath weapon continue to burn with corrupt flame for 1d6 damage per turn for 1d3 turns.

Monstober Day 25: Cave.

This fierce subterranean species of giant spider stalks its prey from the shadows before pouncing on it! #Monstober #Monstober2022 @TrueFeyQueen888 @TrueFeyGaming @Mrs_MothMan_Art

Sabre tooth Cave Spider.

For Dungeon Crawl Classics and other D20 based RPGs.

This monster lurks in caves and other semi-subterranean areas, preferring mostly large game as its meal. This spider is roughly the size of a lion or similar large cat. If cornered or outnumbered, it will retreat to its lair, usually nearby.

Sabre Tooth Cave Spider: Init +3; Atk bite +6 melee (1d10 plus poison) Pounce +4 melee (1d8 plus extra attack.); AC 16; HD 4d8; MV 30’; Act 1d20; SP poison (DC 20 Fort save or lose an extra 3d4+4 hit points and 4 Agility temporarily; success results in loss of additional 1d4 hit points only), stealthy (+10 to attempts to move silently); SV Fort +2, Ref +1, Will -1; AL C.

The sabre tooth cave spider will always attempt to attack from the shadows, attempting to paralyze its prey before dragging it off to be eaten. It prefers to Pounce from a short distance to catch its prey off guard. If this attack is successful, the spider immediately gets its regular attack on the target for free. It rarely attacks more than two or three creatures, especially if man-sized or greater.

At the Judge’s discretion, there could be as many as 3-5 of these spiders operating together in a single area. They share the risks as well as the prey. If the target is large enough, two of these spiders have been known to take down the same target.

Monstober Day 18: Gulp

Picture, if you will, an enormous bipedal hammerhead shark with four large sucker covered tentacles sticking out of its face. It has a gigantic maw filled with rows of razor sharp teeth. For added intensity, there are sharp, blade like projections running down the center of its back.

Apparently Frog and (be)hemoth isn’t a creature unless the nice Wizards of the Coast give permission.

Sigh. So, I present my take on a classic favorite. This is the Sharkhemoth. It’s preferred method of digesting its prey is to slam them into its giant, tooth-filled maw.

Picture, if you will, an enormous bipedal hammerhead shark with four large sucker covered tentacles sticking out of its face. It has a gigantic maw filled with rows of razor sharp teeth. For added intensity, there are sharp, blade like projections running down the center of its back.

Sharkhemoth: Init +2; Atk bite +5 melee (1d10+3) + Swallow (see below), Tentacle +3 melee (1d8+3) + grab; AC 15; HD 6d8+2; hp 25; MV 30’ Swim 40′; Act 4d20; SP Grab, Swallow whole; SV Fort +5, Ref +3, Will +1; AL C.

If the attack roll for the bite is 4 or more greater than the number required (or a Critical Hit), they can swallow creatures (man-size or smaller) whole; swallowed victims take 3d6 points of damage each round thereafter.

Tentacle attacks: If one tentacle hits, do damage as normal (1d8+3,) If two tentacles hit the same target, the target must make a Ref Save DC 12 or be grabbed. Grabbed targets with two tentacles reduce their action dice by one step. If three tentacles hit the same target, the target must make a Ref Save DC 14 or be grabbed. Grabbed targets with three tentacles reduce their action dice by two steps. If all four tentacles hit the same target, the target must make a Ref Save DC 16 or be grabbed. Grabbed targets with four tentacles reduce their action dice by three steps. Once grabbed, the target may make a STR check equal to the DC of the Ref save used to make the initial attack (2 = DC 12, 3= DC 14, 4= DC 16.) to break free. Breaking free of the tentacles may only be attempted once per turn one of the character’s actions.

If grabbed by all four tentacles, the Sharkhemoth automatically receives a fifth attack as a free action to attempt to bite/swallow anyone in its tentacles.

Monstober Day 24: Hag.

While many female Ogres live normal, healthy, productive lives, some sprout wings and embrace the twisted demonic and arcane arts. They soon separate themselves from their tribes, even leaving their mates if they had any. These beings are extremely rare and not to be taken lightly.

The Ogre Hag for Dungeon Crawl Classics.

While many female Ogres live normal, healthy, productive lives, some sprout wings and embrace the twisted demonic and arcane arts. They soon separate themselves from their tribes, even leaving their mates if they had any. These beings are extremely rare and not to be taken lightly.

Ogre Hag: Init +2; Atk staff +5 melee (1d6+6); AC 16; HD 5d8+4; MV Walk 20’ Fly 25′; Act 1d20; SP Evil Eye, Poison Brewing, Demon Servant, Cast spells as Level 3 Wizard; SV Fort +4, Ref +2, Will +1; AL C.

One of the Ogre Hag’s eyes tends to be larger than the other. This eye projects evil upon anyone who crosses the Hag’s path. When used as a free action, the Eye forces everyone looking at it to make a Will Save DC14. If the fail is saved, the character suffers a -2 penalty to all rolls for attack, damage, saves, spell fails, turn unholy, etc for the rest of the encounter.

Ogre Hags spend a great deal of time brewing poisons for other creatures or their own wicked uses. The Hag will normally have 1d4 vials of contact poison on her that can be hurled or even spat upon enemies to sicken, blind or disorient them.

The Hag may also summon a loyal Type 2 random Demon Servant at a 20% chance, 1x/day. This chance increases to 30% if the hag prepares for at least one hour. The servant lasts for one encounter or until dismissed. The death of the summoner always releases the demon.

Monstober Day 22: Forest.

This dire, horrible bear has its face peeled back and skull exposed. Two spindly spider legs protrude on each side of the creature’s thorax and a large abdomen with two spinnerets and an hourglass mark on its furry back. The mere sight of this creature makes many seasoned adventurers freeze in terror.

This hideous arcane/demonic abomination is one of many for a dungeon in development.

This dire, horrible bear has its face peeled back and skull exposed. Two spindly spider legs protrude on each side of the creature’s thorax and a large abdomen with two spinnerets and an hourglass mark on its furry back. The mere sight of this creature makes many seasoned adventurers freeze in terror.

Skullus Spider Bear: Init +3; Atk bite +7 melee (1d6+3 plus poison) Claw +7 melee (1d6+3); AC 17; HD 5d8 (32 hp); MV 40’; Act 1d20; SP poison (DC 22 Fort save or lose 1d4+4 Strength permanently; success results in temporary loss of 1 Strength), web (10’ diameter, see General description of spider web spell, DCC RPG, p. 196); SV Fort +5, Ref +3, Will +1; AL C.

My concept sketch of the bearbug in question.

Monstober Day 21: Tooth.

CW: Gore
The Tooth Golem is one of the most horrific creatures ever conceived. No one is quite certain what sort of demonic or arcane magicks were used to create such a horror, or whether there could even be more than one in existence. Very few who have seen it have lived to tell the tale, and then only in delirium stolen from nightmares.

Tooth Fairy? Try Tooth Golem.

Compatible with Dungeon Crawl Classics and other D20 games.

The Tooth Golem is one of the most horrific creatures ever conceived. No one is quite certain what sort of demonic or arcane magicks were used to create such a horror, or whether there could even be more than one in existence. Very few who have seen it have lived to tell the tale, and then only in delirium stolen from nightmares.

This garish monstrosity stands close to seven feet tall with an oversized maw of razor sharp fangs atop a humanoid body comprised almost entirely of teeth. It is so gruesome that most intelligent humanoids must make a DC 10 Willpower Save or turn away in fear for 1d6 turns. This only applies once per creature ever even if the save was failed.

Tooth Golem: Init +3 ; Atk Tooth-covered fist +3 melee (1d8 + Bleeding Wounds,) Terrible Bite +6 melee (1d10 + Bleeding Wounds + Terrible Wounds); AC 16; HD 4d8; MV 30’; Act 1d20 + 1d16; SP bleeding wounds, damage vs unarmed attackers Half damage from normal weapons; SV Fort +4, Ref -2, Will -2; AL N.

Bleeding wounds. The wounds inflicted by the golem continue to bleed until bound or healed. Each wound causes the loss of an additional 1 hit point per round until dealt with.

Terrible Bite. The Tooth Golem’s bite leaves sharp fragments in the wounds it inflicts, doubling the hit point cost of healing them.

Because it is covered in rows upon rows of razor sharp teeth of differing kinds, any creature making an unarmed attack on it automatically suffers 1d6 damage.

Due to its freakish bony exterior, the Tooth Golem only takes half damage from normal slashing and piercing weapons. Full damage from blunt and magical weapons.

There are rumors that a sabretooth variant may have been created.

(Art to be determined. Do you really want to see a picture of this thing?)

Promptober Day 22: Giant/Colossus.

This nearly 20′ tall statue made entirely of brass has the head and tail of a dragon, but the arms and legs of a humanoid. (No wings.) It was built by a wizard an indeterminable number of years in the past. From time to time it continues to lumber on, as if searching for something or someone.

The Draygolem, colossal half dragon, all golem.

DrayGolem (Brass): Init +6 (surprise); Atk Giant Fist +11 melee
(2d8 +5) Tail Strike +7 Melee (2d10), Breathe Fire 2x/day Ranged Damage 4d8 40′ Cone Fire Ref Save DC 17 for half damage, AC 16; HD 9d8; MV 25’; Act 2d20; SP Immune to normal weapons, Fire damage heals, Doesn’t need to eat, breathe and sleep, Infravision 30′ (*Immortal); SV Fort +11, Ref +3, Will +7; AL N.

This nearly 20′ tall statue made entirely of brass has the head and tail of a dragon, but the arms and legs of a humanoid. (No wings.) It was built by a wizard an indeterminable number of years in the past. From time to time it continues to lumber on, as if searching for something or someone.

It never hesitates to smash or hoot fire all over anyone foolish enough to step into its path. It is relentless, but may be slowed by cold water or even freezing temperatures. Cold attacks and large bodies of water cut its movement to 10’/round and 1 Action. It is also a bit clumsy and could be tripped or forced to stumble.

Judge’s notes: This is intended to be a challenge for the players not to kill, but to slow, incapacitate, change its course or otherwise stop it from endangering innocent lives. If stopped, it will regenerate 1 hp per day until it reaches full health again. It could potentially be destroyed? if dropped into a deep ocean or a volcano.

It may also be possible to stop or even command the creature if someone could learn the creature’s command words. A lot of difficult research and probably a large dungeon crawl (*To be detailed later) would be involved to learn more about the creature and how to stop it. Ultimately it is up to the Judge as to how the creature was forged and how to ultimately stop it.

Also, somewhere in the world, there are rumors that the creature’s wings were forged, but never mounted. If the Draygolem ever found the wings, what would happen? Does the creature know its wings are out there?

(Artwork to be determined at a later date.)

Monstober Day 20: Fey

She as a moth about the size of a common sparrow with purple wings Upon closer glance, this diminutive, shimmering being has moth wings with colors to rival any regular moth. She is capable of growing up to 3′ tall or as small as to fit into a thimble at will.

The Fey Moth Queen.

Suitable for use with Dungeon Crawl Classics, D20 fantasy or any similar #OSR games. I hope this tribute does @TrueFeyQueen888 on Twitter justice as she is the inspiration. 😀

She as a moth about the size of a common sparrow with purple wings Upon closer glance, this diminutive, shimmering being has moth wings with colors to rival any regular moth. She is capable of growing up to 3′ tall or as small as to fit into a thimble at will.

In addition to her ornately patterned moth wings, she is a beautiful humanoid with antennae, shimmering silver hair under a golden tiara and a long, flowing purple dress. She usually sparkles in the light and emits a faint glow at night, similar to a firefly.

She is usually in good spirits and generally positive, especially if encountered in the woods. All of the animals and plants of the forest are her companions. She travels back and forth from the Fairy Realm at will and has many friends on the other side of the Veil as well.

Fey Moth Queen: Init +3; Atk Tiny sceptre +2 melee (dmg 1d4 plus sleep); AC 18; HD 4d6; HP 24; MV 40’ flight Walk/Run 20′; Act 1d20; SP pixie dust Sceptre (DC 15 Fort save on hit or sleep for 1d6 hours) Spells as a Wizard Level 5.; SV Fort +3, Ref +4, Will +2; AL N.

Like most Fey, the Moth Queen prefers spells that rely mostly on illusion. She would never cast anything that could destroy plants or wildlife. (Icky monsters notwithstanding.) Most of her magic will be directed at aiding herself or her consorts and anyone allied with her.

She is most often served by a cadre of 5 or more Pixie Bowmen as her consorts. She also enlists the aid of several purple pixie moths. She can also summon a giant purple pixie moth once per day to serve as a mount or protector.

Monstober Day 14: Knight

They are 6′-8′ tall humanoids clad in pitch black metal armor covered in spikes. Their skin is never visible when wearing one. Their natural horns sometimes protrude from their helmets and their barbed mottled red and black tails stick out from the back of the armor. Their very presence strikes fear into the hearts of those who first behold one.

Demon Knight

For use with Dungeon Crawl Classics, D20 or compatible #OSR games.

These creatures are brought forth by the most foul beings, always for nefarious purposes. They serve as bounty hunters, body guards, assassins, generals, and knights for the most terrifying of evil lords.

They are 6′-8′ tall humanoids clad in pitch black metal armor covered in spikes. Their skin is never visible when wearing one. Their natural horns sometimes protrude from their helmets and their barbed mottled red and black tails stick out from the back of the armor. Their very presence strikes fear into the hearts of those who first behold one.

Demon Knight (type III demon,): Init +4; Atk +2 Flail of Doom +10 melee (1d6+6 plus 1d4 against lawful creatures) and Hellish Longsword +10 melee (1d8+3 plus 1d6 fire) or Tail +12 melee (1d16); AC 20; HD 8d12; MV 40’; Act 3d20; SP Aura of Fear, detect good (+8 spell check), demon traits; Fire Resist 5; Summon Demonic Steed, Summon Demonic Hounds; SV Fort +8, Ref +10, Will +8; AL C.

Fear Aura: All creatures must make a DC 12 Willpower save the first time they encounter a Demon Knight or flee in fear for 1d6 rounds. This check must only be made once per day for any number of Demon Knights encountered.

Summon Demonic Steed: A demon Knight has the ability to call forth their own personal Type 2 Demonic Steed, a charcoal black bat-winged warhorse with barding, fiery eyes, and flaming hooves. Its jaws more closely resemble that of a skeletal hound with long, vicious fangs. The summoning ability is at will with an unlimited number of uses.

Summon Demonic Hounds 3x/day: The Demon Knight has the ability to summon forth a Type 1 Demonic Hound once per round as one of their actions.

There is a 10% chance each the knight’s +2 Flail, Hellish Longsword, and Demonic Full Plate Armor will not vanish when the Demon Knight is destroyed. However possessing/using these items will draw a lot of attention, including that of the gods themselves. All luck penalties associated with using these items are doubled. These items almost always are detectable as evil. The Judge may wish to add additional curses or penalties as they see fit, including possibly becoming possessed by the Demon Knight.

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