Shellius Maximus for Dungeon Crawl Classics/Mutant Crawl Classics.

This garden variety snail has been warped and mutated by demonic and arcane magic into a foul, gigantic, carnivorous killing machine. It moves at an almost unearthly speed given its size and nature. It reeks of chaos and death as it plows through the countryside. Its armored shell protects it from almost every direction.

Part of #Monstober.

This garden variety snail has been warped and mutated by demonic and arcane magic into a foul, gigantic, carnivorous killing machine. It moves at an almost unearthly speed given its size and nature. It reeks of chaos and death as it plows through the countryside. Its armored shell protects it from almost every direction.

Shellius Maximus: Init +4; Atk: bite +4 melee
(3d6) or “roll over victim for crushing damage” +8 melee
(6d6); AC 20; HD 10d10; MV 40’; Act 1d20; SP (See below.) SV Fort
+8, Ref +5, Will +2.
Special Abilities:
Immune to Charm & Mind Control spells.
Lays down a 20′ wide slime trail wherever it goes. It is considered slippery terrain.
Damage Resistance 5 vs Non-Magical weapons, acid, fire, lightning, and poison.

Vulnerabilities:
Can be Turned as Unholy- 10 Hit Dice. Also affected by Holy Water.
Regular Salt does Double damage as if it were Holy Water- (2d4 damage.) Salt in a line acts as a wall.
Blessed Salt does Triple damage (3d4) and stops the creature in its tracks.
Shatter spell affects the creature’s shell.
Double damage from Ice attacks and slows the creature’s speed to 20′ per turn for 1d4 turns.

Two Headed Otterkin Enigma

MiaPiper are one of the oldest and wisest of all Otterkin. Their wisdom has been hard earned by the magical accident that fused their bodies and granted them near-immortality. Over the centuries, they have learned a great many things and could prove a valuable ally or gruesome foe depending on how one treats them.

For Dungeon Crawl Classics RPG.

Based on another cool otter meme.

Two heads are cuter than one.

MiaPiper are one of the oldest and wisest of all Otterkin. Their wisdom has been hard earned by the magical accident that fused their bodies and granted them near-immortality. Over the centuries, they have learned a great many things and could prove a valuable ally or gruesome foe depending on how one treats them.

MiaPiper, Otterkin Enigma

Init +2; MV 15/20
Atk Weapon +4 Staff melee (dmg 1d6+2);
AC 14; HD 4d8 (28 hp); MV 30’;
Act 1d20, 1d14; SV (Fort +3, Ref +1, Will +4); AL N
Spell Check Bonus: +5
SA: Mia (Right head) breathes fire Ref 18, 28 damage or half with save. Line, width 10’, length 3d6 x 10’ Piper (Left head) Hypnotic Gaze. Will 15, On a failed save, target must act as a friend to MiaPiper for one day. Actions that contradict the target’s safety and well-being will break the effect.

Cast spells at a Level 3 Wizard.

Instruments: the Otterkin duo are capable of playing the fiddle (Mia) or Bagpipes (Piper.)

Giant Flying Spiders for Dungeon Crawl Classics

Picture if you will, a spider roughly the size of a horse with a massive skull on its back and wings like a locust. It paralyzes its victims with poison and cocoons them in a husk for later consumption in its lair. This carnivorous magical apex predator is a truly terrifying sight to behold.

Nightmare fuel, to be sure.

(More art to come.)

Picture if you will, a spider roughly the size of a horse with a massive skull on its back and wings like a locust. It paralyzes its victims with poison and cocoons them in a husk for later consumption in its lair. This carnivorous magical apex predator is a truly terrifying sight to behold. Worse yet, these arachnid beasts serve as consorts to the Spider Dragon.


Flying Skull Spider, Giant: Init +2; Atk bite +6 melee (1d8 plus poison)
or web (special); AC 14; HD 3d8; MV 30’ (climb any surface) or Fly 30′; Act 1d20; SP poison (DC 20 Fort save or lose an extra 3d4+4 hit points and 4 Strength temporarily; success results in loss of additional 1d4 hit points only), Web 1x/day (10’ range, DC 14 Ref save or –2 penalty on all actions until freed), stealthy (+10 to attempts to move silently); SV Fort +2, Ref +1, Will -1; AL C.

This creature is the unnatural fusion of demonic magic with an innocent forest arachnid. Afterward, nature took its course and a large clutch of baby monsters was born. Then they grew.

Raclings for Dungeon Crawl Classics

Small in size. Their fur ranges in color from grey to brown. They stand on two legs most of the time. They are adept swimmers and climbers. Their language is a series of clicks, growls, hisses, chitters, and the occasional laugh. Despite their reputation and mask-like markings they are not all thieves.

These adorable humanoid raccoons are fun to be around.

Small in size. Their fur ranges in color from grey to brown. They stand on two legs most of the time. They are adept swimmers and climbers. Their language is a series of clicks, growls, hisses, chitters, and the occasional laugh. Despite their reputation and mask-like markings they are not all thieves.

They are innately curious and highly intelligent. Their keen minds and animal senses are matched only by their dexterity. They do not cope well with captivity!

Raclings: SZ Small, Init +2; Atk dagger +3 melee (1d4+2 or 1d10+2); AC 15; HD1d8+2; MV 20’, Climb 25′, Swim 25′ ; Act 1d20; SV Fort +1, Ref +3, Will +1; AL C.
Abilities-
Infravision: Raclings are primarily nocturnal and can see in the dark up to 30’.
Small size: Raclings range from 2 to 4 feet tall. This small size allows them to crawl into narrow passages and through tiny holes.
Scamper A halfling has a base movement speed of 20’, as opposed to 30’ for humans while on two legs. However, a Racling with nothing in its hands can drop down to all fours and scamper at 30′.
Stealth: Raclings are naturally adept at sneaking around. They gain a +7 bonus to hiding in shadows and sneaking.

And other OSR compatible games.

More to come on these furry little guys. Possibly a full on class. Thanks for stopping by. I appreciate you. Game on!

Photo by anne sch on Pexels.com

7 Demon Chest for DCC RPG

Characters discover a chest that will unleash seven very powerful demons along with untold treasure if opened. What else is in the chest? Are the rumors true? If they find it, will they open it? The renowned Demonologist, Priests, and Monks who captured the demon constructed an elaborate shrine to contain the chest and educate all those who enter about the demons inside. Unfortunately, it reads like a treasure map.

This most cursed chest contains 7 powerful demons concealed away in a temple and believed to be sealed away for all of eternity.

A series of dungeons/mini campaign for Dungeon Crawl Classics.

Monks, priests, and other holy warriors fought and gave their lives to seal these most powerful demons inside this chest. The chest is sealed away in a forgotten shrine, bound in blessed chains and ofuda. Scrolls detailing each demon and how they were first defeated line the walls of the shrine.

There is a rumor that seven items of incredible power are also contained in the chest. Relics used by those who captured the 7 Demons are rumored to be hidden within the shrine. The good news is the relics used by the original captors are present within the shrine. The bad news is the items within the chest accompany the demons when they disappear.

Judge’s Synopsis: Characters discover a chest that will unleash seven very powerful demons along with untold treasure if opened. What else is in the chest? Are the rumors true? If they find it, will they open it? The renowned Demonologist, Priests, and Monks who captured the demon constructed an elaborate shrine to contain the chest and educate all those who enter about the demons inside. Unfortunately, it reads like a treasure map.

The good news is the demons can be returned to the chest with great effort. It will become the quest of those who foolishly open the chest to retrieve all of them. If any adventurer refuses the quests, their existence will be cursed and will ultimately end in woe.

Balor: True name hidden in the shrine. No one dares speak it.
Demo-Dragon. Maybe not the Demodragon, but definitely one of them.
Ghost of Summoner Sorcerer Yamada Daisuke: Servant of the Hidden Lord
Oni Lord Shoko O Futen. (Divine Wind of the Underworld.)
Osyluthe: aka Splintered Demon.
Void Demon: The Ghost in Darkness
Twin-Headed Hariti-Baku. Servant of Sezrekan.

*Judge’s Note: If/when the chest is actually opened, the priests that sealed the demons away used many scrolls and spells to assure the demons all return to their original lairs from which they were captured. Each tale of where they were found except the Ghost of Summoner Sorcerer Yamada Daisuke who is bound within the shrine. He will be the first challenge any group who opens the chest must face. He is also one of the scariest and most powerful outside the shrine.

Some of the names and who they serve have been changed from my original adventure notes to reflect the world of DCC.
This series of adventures was loosely inspired by The 13 Ghosts of Scooby Doo.

And similar OSR games.

Otterkin for DCC RPG

These small creatures average 2-3′ tall. They are extremely nimble in the water and have keen senses both underwater and on land. In general they are kind and gentle in nature. They do not seek encounters with other creatures unless they appear friendly or playful. Their first reaction in most other situations is to flee to the water immediately.

This was inspired by a meme on Twitter.

I love otters!

Here’s the pic.

The Otterkin:

Init +1; Atk tiny staff -2 melee (1d3); AC 11; HD 1d4; MV 20’ Swim 30′; Act 1d20; SP infravision 100’ Keen Smell; SV Fort -2, Ref +0, Will -2; AL N.

Their native language is a series of squeeks, whistles, and chirps. Their mastery of Common is quite good in many cases even though it is rarely ever spoken above a whisper. They also have an affinity for communicating with other aquatic mammals.

These small creatures average 2-3′ tall. They are extremely nimble in the water and have keen senses both underwater and on land. In general they are kind and gentle in nature. They do not seek encounters with other creatures unless they appear friendly or playful. Their first reaction in most other situations is to flee to the water immediately.

Otterkin are often found in pairs, families of 3-7, romps of 6 or more, or villages numbering in the dozens.

Each village is led by an elder (Same stats as above except +2 Init; HD 1d6; SV Fort +0, Ref +2, Will +0)

Each village has a wise otterkin. (Can cast 1 Level 1 Cleric Spell. Heals as a Level 1 Cleric.)

Generally these creatures are non-violent and try to get along with everyone. They are extremely playful, especially in the water. Generally they wear minimal clothing and usually only trade for food and shiny trinkets. They are generous to a fault and will always attempt to accommodate friendly visitors to their tiny warrens.

Photo by Tuesday Temptation on Pexels.com
DCC or any other OSR compatible.

Thanks for stopping by. I appreciate you!

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