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 15: Kitchen

Flash forward to present. Dan, the group’s mentor and primary source of case information is not necessarily the best housekeeper. He’s a consummate bachelor and doesn’t necessarily clean the leftovers out of his fridge as often as he should. One day the group gets a call.

Remember whatever was living in the “mystery foil” in the back of the fridge?

A bizarre creature stalks the Earth in this lighthearted Monster of the Week encounter.

An old case file of the Des Moines Remote Viewing Society recently reveals the existence of what Brenda Hart called “The Mushroom Man.” This man was living not far from the river and had huge amounts of mushrooms, molds and fungi growing throughout his house. The DMRVS exposed Mushroom Man after learning he had murdered his wife in order to feed his monstrous collection and further his own experiments.

When the police went to arrest him, however, they discovered he had fled, probably on foot and was likely living off the grid. Further investigation uncovered additional human remains on the Mushroom Man’s property. Police were unable to determine where they came from or how old they were due to the presence of a toxic, invasive species of mold on the bodies. To hamper efforts further, the house burned down, apparently as a result of an arson fire.

Before everything fell apart, Dan, Tom, and Brenda learned The Mushroom Man was performing a wide variety of ancient hedge magic rituals from the book of shadows passed down through his family for several centuries. All of his spells revolved around the growth and consumption of mushrooms. Mushroom Man had apparently been making a living by selling the medicinal kind in order to make a living. Police found several strains of relatively non-lethal hallucinogenic and edible mushrooms at the scene before the fire.

Unfortunately, one of the species of mushrooms The Mushroom Man was growing fed best on beds of decomposing flesh. His experiments falsely concluded (unnecessarily) that they grew best on human flesh. DMRVS investigator Dan Miller made this discovery while looking for what happened to The Mushroom Man’s wife in 2016.

Flash forward to present. Dan, the group’s mentor and primary source of case information is not necessarily the best housekeeper. He’s a consummate bachelor and doesn’t necessarily clean the leftovers out of his fridge as often as he should. One day the group gets a call.

Dan’s refrigerator has been overrun by mold. Stranger yet, something seems to have pushed the door open and slithered off. Could this be the revenge of The Mushroom Man, or something far more sinister and arcane?

Disclaimer: People and events depicted herein are fictitious and intended for entertainment use only. Any similarity to persons living or deceased is unintentional. There is no Des Moines Remote Viewing Society. This is a work of fiction. No one was harmed in the making of this blog.

*Editor’s note: I know this wasn’t a monster per se, but MotW lends itself to storytelling. The actual monster statistics are a bit less relevant sometimes. It’s up to the Keeper as to whether or not this is just something freaky from Dan’s fridge or The Mushroom Man’s spells coming back to haunt Dan. Or possibly both.

Thanks for stopping by! I appreciate you.

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.

Monstober Day 16: Whip.

This Type IV Demon stands between 4′ and 6′ tall. Typically has red or dark pink skin. Usually scantily clad in leather or chain mail. Has long hair, horns, batlike wings, a barbed tail, and hooves. Most often carries a whip and a length of chain and/or manacles. Beware, these creatures are not to be taken lightly.

Dungeon Crawl Classics has always needed a Succubus.

This one is NC=17 ish.

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

(Different artwork coming eventually.)

Natural form: This Type IV Demon stands between 4′ and 6′ tall. Typically has red or dark pink skin. Usually scantily clad in leather or chain mail. Has long hair, horns, batlike wings, a barbed tail, and hooves. Most often carries a whip and a length of chain and/or manacles. Beware, these creatures are not to be taken lightly.

Succubus (type IV demon): Init +6; Atk Whip +12 melee (dmg 1d6+6 or *entangle Reach 10′) or Claw +12 melee (3d8+6 damage) or bite +16 melee (1d12+4 plus Drain Blood); AC 22; HD 10d12; MV 60’ or Fly 40’; Act 2d20; SP spells (+8 spell check): detect good, Charm or scare, Shape Change, demon traits; SV Fort +12, Ref +10, Will +12; AL C.

*Instead of doing damage, the succubus may opt to entangle an opponent. On a successful hit, the Succubus may forego the damage and instead force the target to make a DC 20 Reflex Save. On a successful save, the target takes one point of damage. On a failed save, the target is entangled and unable to use the limb that was struck (Judge’s choice.)

Once entangled, the Succubus will begin to drag the target toward her at the rage of 5′ per turn. Once in range, the Succubus will attempt to charm and then bite the target and Drain Blood. If a creature breaks free, the Succubus will attempt to use her claws on the target until it is too wounded and must submit.

These creatures are extremely sadistic. They often toy with their prey, wearing them down slowly before going in for the kill. They may change shape at will to appear to be whatever race/gender is most appealing to its target. Succubi are lone hunters who prefer to seduce and drain a target rather than confront anyone directly.

Monstober Day 13: Knuckle

These innocent Kobolds managed to dig their lair too close to a massive Uranium deposit. They were unharmed for the most part, except their skeletal structures mutated to extraordinary size and altered proportion. They stand 5′ tall and weigh close to 150+ lbs each. Their arm bones, hands and especially their knuckles have grown to extraordinary size and toughness for a Kobold.

These Kobolds dug a little too close to a Uranium deposit.

Kobold Punchers: Init +1; Atk Oversized Fists (1d6+1); AC 11; HD 1d6; MV 20’ Burrow 15′; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.
(Art forthcoming someday maybe?)

These innocent Kobolds managed to dig their lair too close to a massive Uranium deposit. They were unharmed for the most part, except their skeletal structures mutated to extraordinary size and altered proportion. They stand 5′ tall and weigh close to 150+ lbs each. Their arm bones, hands and especially their knuckles have grown to extraordinary size and toughness for a Kobold.

Their hands literally drag on the ground when they walk. Their disproportionate hand/arm size has made them exceptional miners. They are normally quite docile and happy just mining and spending time with their family.

If provoked they can retaliate with their Oversized Fists. One of these Kobolds’ favorite sports is boxing among males. They also dig at an incredible rate, clearing 15′ per round in soft/medium density soil.

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

Thanks for stopping by. This was a tough one. I appreciate you being here.

Monstober Day 11: Hunter

Many of the guards avoid the walls late at night. It’s not safe to stray too far from the well-lit perimeter after dark. The night watch regularly report disappearances and deaths at the hands of a savage, meat eating predator. No one has seen it and lived to describe it.

It’s best to stay away from the jungle at night.

For Dungeon Crawl Classics or similar #OSR and D20 games.

(Revised art TBD.)

Many of the guards avoid the walls late at night. It’s not safe to stray too far from the well-lit perimeter after dark. The night watch regularly report disappearances and deaths at the hands of a savage, meat eating predator. No one has seen it and lived to describe it.

Mataguaro: Init +5; Atk bite +6 melee (1d8) or claw +4 melee
(1d6+1); AC 16; HD 6d8; MV 30’, fly 50’; Act 3d20; SP Darkvision 60′, Keen sense of smell, Stealth, Sneak Attack, Carry Off; SV Fort +5, Ref +4, Will +6; AL C.

This beast is covered in black fur, approximately 7′-8′ tall with the wings of a bat and the face and tail of a panther or jaguar. They walk upright as a humanoid and have feet like those of a falcon. Their hands end in wicked-sharp claws, perfect for rending prey.

They are almost completely invisible in darkness. They use Hide/Sneak at 75% in darkness no brighter than moonlight. IF they successfully surprise an opponent, they deal 1d10 damage on their first claw attack in the surprise round. If the creature manages to hit with both claws during any round and can do so, it will attempt to Carry Off its opponent. The character or creature struck must make a DC 12 Ref Save or be lifted into the air. the Mataguaro then has the option of flying away at 30’/turn. The Ref save can be repeated once per turn, but falling damage does apply if dropped.

These beasts are normally found in small packs of 1-3 Mataguaros. They are almost never seen during the day and suffer a -2 penalty to attack, damage, and Ref saves when fighting in bright light such as daylight.

They are very stealthy and capable hunters. They will most often only attack an animal or creature that is alone or with one other individual. They will almost never attack anything larger than a deer or cow unless they are certain not to be caught.

Monstober Day 10: Vermin.

There’s this really cool spell in D&D called, “Creeping Doom.” I used to love this spell on my Druid because of the absolute chaos it causes. Not to mention the massive carpet of centipedes. Unfortunately, the spell doesn’t seem to be in the SRD anywhere as far as I can tell. Boo.

Everyone does rats, bats, spiders. But what about centipedes?

There’s this really cool spell in D&D called, “Creeping Doom.” I used to love this spell on my Druid because of the absolute chaos it causes. Not to mention the massive carpet of centipedes. Unfortunately, the spell doesn’t seem to be in the SRD anywhere as far as I can tell. Boo.

BUT, I liked this idea so much it actually became the start of an entire dungeon crawl which I will drop at a later date once I work out the map and the rest of the homebrew monsters.
Created for Dungeon Crawl Classics. Usable in any #OSR or #D20 compatible games.

Venomous Centipede Carpet: Init +5; Atk swarming bite +1 melee (1 plus venom); AC 11; HD 4d8; MV fly 40’; Act special; SP bite all targets within 100’ x 1.7 MILE space, half damage from non-area attacks, venomous (DC 5 Fort save or additional 1d4 damage); SV Fort +0, Ref +10, Will -2; AL N.

This is a massive carpet of venomous centipedes that stretches all the way back to the hole in the ground from which they were summoned. The carpet occupies a 100’ x 1.7 MILE space and inflicts its bite damage on everyone within that space. Any creature bitten must make a Fort save or also suffer from a venomous bite. The bugs take half damage from any attack that is not an area effect (i.e., swinging a sword is not nearly as effective as launching a fireball onto the carpet.)


This is the hook for the dungeon: The group will wake up to villagers screaming and freaking out as their village has been overrun by venomous centipedes. The creatures themselves aren’t that large, but they crawl onto everything and anything in sight. The origin of the carpet is a gigantic hole in the ground a couple of miles from the village. It’s going to be up to our heroes to brave the carpet of centipedes, or go around it to stop whatever unleashed this plague of multi-legged vermin on the land.

Monstober Day 9: Nail

Lil Tacky is a nail animated by Kronus’ freakish magic. He can never quite find an appropriate comment and is terribly dressed.

Nailer and Lil Tacky for Power Rangers RPG.

(Artwork at a later date.)

Nailer:
THREAT LEVEL: 7
SIZE: LARGE | HEALTH: 12
TOUGHNESS: 16 | EVASION: 16
WILLPOWER: 13 | CLEVERNESS: 16
GROUND MOVEMENT: 30 ft.
Nailer is an electric nail gun animated by Kronus’ freakish magic.
SKILLS:
Initiative +d4
Intimidation +d4
Melee +d6*
Perception +d4*
Targeting +d6*
PERKS:
Big Nail: 2/day shoots a triple sized nail (Ranged) +1d6*, Range 90′, (Evasion 3 Ballistic damage. 20′ Area Damage.)
Hammer Strike: Nailer is a trained combatant and receives Edge on all unarmed combat as long as it is not damaged.
ATTACKS:
Hammer Fist (Melee): +d6*, Reach (Toughness, 2 Blunt Damage)
Nail Gun (Targeting): +d6*, Range 30 feet Up to 3 targets(Evasion, 1 Sharp Damage)
POWERS:
Summon Lil Tacky and up to 1d12 Putty Patrollers.
HANGUPS:
Needs to occasionally siphon electricity from a large source such as a light pole or transformer station or runs out of power.

Lil Tacky:
THREAT LEVEL: 5
SIZE: Medium | HEALTH: 10
TOUGHNESS: 16 | EVASION: 16
WILLPOWER: 13 | CLEVERNESS: 16
GROUND MOVEMENT: 30 ft.
Lil Tacky is a nail animated by Kronus’ freakish magic. He can never quite find an appropriate comment and is terribly dressed. His mission in life is to hang out with his big buddy Nailer.
SKILLS:
Initiative +d4
Intimidation +d4
Melee +d6*
Targeting +d4
PERKS:
Skinny profile. Enemies suffer a Disadvantage on all ranged attacks.
Living Spike: Can turn into a giant nail and embed himself into the ground or other surface making him almost impossible to hit.
ATTACKS:
Fencing Nail (Melee): +d6*, (Toughness, 1 Sharp Damage)
Throwing tacks: (Targeting): +d4, Range 30 feet Up to 2 targets (Evasion, 1 Sharp Damage)
POWERS:
Summon and command 1d10 Miniature Putty Patrollers.(Small Size.)
HANGUPS:
If Embed is used, Nailer needs to use the claw part of his hammer to pry Lil Tacky up.

Monstober Day 8: Swamp

Useful in any fantasy RPG. Characters see 1-12 eerie floating lights or pairs of lights moving around seemingly at random. They appear and disappear, moving through the fog at night. They appear most nights at about the same time and in all types of weather. Roll 1d12 and consult the table below:

Ghost Lights

Useful in any fantasy RPG. Characters see 1-12 eerie floating lights or pairs of lights moving around seemingly at random. They appear and disappear, moving through the fog at night. They appear most nights at about the same time and in all types of weather. Roll 1d12 and consult the table below:

  1. The floating eyes of a vengeful ghost, spectre, or revenant floating over the place where they were made un-dead.
  2. Probably just fireflies and the character’s imagination.
  3. Orbs piloted by tiny extraterrestrial beings.
  4. Ethereal (Wizard) Eyes projected by a nearby coven of hags.
  5. Spirits trying to beckon the characters toward a secret location farther into the swamp.
  6. Very tiny flying fae going about their nightly business in the swamp. Often mistaken for insects.
  7. The floating eyes of the elusive Lantern Crocodile looking for its next meal.
  8. The reflection of magical gems embedded in a magic item under the water reflected off of swamp gas and the water’s surface.
  9. Flying parasites that feed on magic energy.
  10. A semi-permanent illusion left behind years ago to distract onlookers from his lair and business at night.
  11. Will-O-Wisps. (Use the game stats of your choice.)
  12. Moonlight reflecting off of the scales from a nearby dragon or other large beast.
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