Monstober Day 6: Lantern

Lampy looks like a miner’s lantern with arms and legs. He carries a Laser Lamp as his weapon.

Lampy for Power Rangers RPG

THREAT LEVEL: 7
SIZE: LARGE | HEALTH: 12
TOUGHNESS: 16 | EVASION: 16
WILLPOWER: 13 | CLEVERNESS: 16
GROUND MOVEMENT: 30 ft.
AERIAL MOVEMENT: 60 ft.
Lampy looks like a miner’s lantern with arms and legs. He carries a Laser Lamp as his weapon.
SKILLS:
Initiative +d4
Persuasion +d4
Melee +d6*
Perception +d4*
Targeting +d6
PERKS:

ATTACKS:
Unarmed Combat (Melee): +d6*, Reach (Toughness, 1 Blunt Damage)
Laser Lamp (Targeting): +d6, Range 30 feet (Evasion, 1 Fire Damage 20′ Cubic area.)
Lampy shoots an fireball from body, dealing fire damage.
Laser Light Vision (2x/scene, Targeting): +d4, Range 20 ft. (Evasion, 1 Energy Damage) Lampy emits blue and yellow lightning from its eyes in a 20 ft. line, targeting all creatures in that area.
POWERS:
Summon Jak the Intern and Gourdie.
Summon Putty Patrollers (12)
HANGUPS:
Glows brightly.
Easy to Find.

Monstober Day 5: Lurker.

The Lurker in Darkness appears as a huge black cloud with writhing tentacles stretching out of its body in random intervals. This horrifying nightmare of a creature makes its home in the canopies or high branches of trees in densely forested areas. It shambles from one tree to the next in a somewhat bizarre combination of tentacles and snakelike locomotion.

Several experienced woodsmen and hunters have recently disappeared in a nearby forest.

Rumors say the woods are haunted. Still others contend is an ancient curse upon the land. One made it back to the in to warn others about the Lurker In Darkness. This nameless, faceless black mass lurks in the treetops until dusk before obtaining its meals.

For Dungeon Crawl Classics and other OSR games.

The Lurker in Darkness appears as a huge black cloud with writhing tentacles stretching out of its body in random intervals. This horrifying nightmare of a creature makes its home in the canopies or high branches of trees in densely forested areas. It shambles from one tree to the next in a somewhat bizarre combination of tentacles and snakelike locomotion.

The creature seemingly has no eyes or discernable face. It does possess bat-like sonar and uncanny awareness of its surroundings. Likewise no nose or mouth appears on the creature. It feeds by dragging its prey directly into its body with its tentacles. Whatever it doesn’t digest is released to the ground in a gory heap.

It has near perfect stealth in the dark and generally avoids bright light sources, heat, and loud noises. It prefers to hunt one or two targets at a time and usually waits until its prey are alone or away from the group. The creature is large enough to absorb two men or one horse in a given meal. It is usually dormant for 10-12 hours after feeding.

Init +3; Atk tentacle +4 ranged (1d6) and absorb (Special); AC 13; HD 4d8; MV Climb or treetop shamble 40’; Act 8d20; SP grasp 1d4, camouflage; SV Fort +2, Ref -2, Will +2; AL N

For each tentacle that strikes the same character, the Lurker receives 1d6 on an opposed Strength check to lift the character up. For example, if 6 tentacles
hit a character in a single round, the character takes 6d6 points of damage, and the Lurker rolls 6d4 on a Strength check against the character. If the Lurker 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. After 1d4 rounds, the creature is lifted to the Lurker and absorbed.

A Lurker in Darkness can only absorb once it has grappled a creature and won/held a Strength check for 1d4 rounds. After absorbed, the prey must make a DC 12 Fort Save each round or take 1d6 dissolving damage. The creature will expel its victim and rest for 10-12 hours after it has healed all damage, has drained half again as many hp as it began with, or the absorbed creature succeeds on 3 saving throws (total.)

Lurkers have unnatural camouflage that lets them change color and pattern to match treetops nearby. This grants them a +5 bonus to any attempt
to hide or move silently.

Monstober Day 4: Swarm

Whatever started them, they have never stopped. They travel in a mostly straight line depending on wind, rain, and civilizations encountered. At the end of their season, they find or dig shelter and go back into hibernation. Woe is the unsuspecting traveler who takes shelter in the entrance of one of their hives.

“Never say, ‘It could get worse.’ There could be… thousands of carnivorous locusts headed our way.”

“You’re kidding, right? (Looks up. Sees a large, buzzing black cloud over the road.) Yup. And now we run.”

When last we left our heroes they were in danger of having the flesh stripped from their bones by this swarm for Dungeon Crawl Classics.

Carnivore Locusts only emerge from their caves and deep underground nests to rampage in a bloody four month feeding season approximately every 77 years. Village elders and ancient texts describe them as demonic in origin. Others describe them as a magic experiment gone horribly wrong. Still others describe them as nature’s revenge on the various races of men, dwarves and elves.

Whatever started them, they have never stopped. They travel in a mostly straight line depending on wind, rain, and civilizations encountered. At the end of their season, they find or dig shelter and go back into hibernation. Woe is the unsuspecting traveler who takes shelter in the entrance of one of their hives.

Perhaps the most frightening aspect is the mating cycle of these wee beasties. From survivors accounts, two of the locusts burrow into a corpse and emerge a few minutes later well fed. Within 36 hours the body will bloat and eventually explode, giving birth to 100+ more carnivorous locusts. A few cattle or a small village is usually sufficient to repopulate most of a swarm if needed.

Carnivorous Locust Swarm: Init +5; Atk swarming bite +3 melee (1d4); AC 11; HD 4d8; MV fly 40’; Act special; SP bite all targets within 20’ x 20’ space, half damage from non-area attacks, gnaw (DC 8 Fort save or additional 1d4 damage); SV Fort +3, Ref +10, Will -2; AL N.

The swarm occupies a 30’x 30’ space and inflicts its bite damage on everyone within that space. Any creature bitten must make a Fort save or also suffer additional damage from being chewed upon. Swarms 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 into the swarm).

1 swarm in 10 leaves a nasty surprise behind in carcasses they’ve ravaged, raising it as a flesh eating zombie after 36 hours in addition to giving birth to a swarm of more zombie-causing locusts. Burning corpses affected by the carnivorous locusts prevents the new spawn from hatching and thus prevents the corpse from rising as a zombie.

Monstober Day 3: Twin

Satellite: All points- Be on the lookout for my twin.
Ronin: Boss? You don’t have a twin.
Satellite: Yeah. That’s kinda the problem. Guess I should call my mom, huh?

What to do when your evil twin becomes your evil clone.

These rough clay dummies have the ability to take on the exact appearance of anyone they observe. Built by an occult researcher to seek revenge on a superhero who wronged his family. This golem will duplicate the hero in question and attempt to ruin their reputation by committing various crimes and otherwise besmirching the character’s reputation.

Basic Stats for ICONS

Satellite: All points- Be on the lookout for my twin.
Ronin: Boss? You don’t have a twin.
Satellite: Yeah. That’s kinda the problem. Guess I should call my mom, huh?

Monstober Day 2: Stone

These stone statues were once adventurers and other humanoids caught in the lair of a powerful Medusa. Through the horrific machinations of evil chicanery, her victims have been brought back to life under her control as animated stone statues.

Seasoned adventurers know to be wary of large collections of stone statues because a Medusa or Gorgon could be lurking nearby.

Written for Dungeon Crawl Classics. Adaptable to most Old School Renaissance or similar D20 games.

These stone statues were once adventurers and other humanoids caught in the lair of a powerful Medusa. Through the horrific machinations of evil chicanery, her victims have been brought back to life under her control as animated stone statues.

Animated Medusan Prey: Init +1 (Surprise +6); Atk Claw or Fist +3 melee (dmg 1d6+1) or Slam +1 melee (dmg 1d8+3); AC 18; HD 3d8; MV 20’; Act 1d20; SP Damage Resistance 5 vs Non-Magical attacks, Fire, Cold, Lightning, immune to mind-altering spells and poison; SV Fort +5, Ref -2, Will +6; AL N.

These formerly alive statues are very stiff and sluggish in their movements. They are normally commanded to lie in wait until their unsuspecting quarry is in the midst of a crowd before revealing their animated nature.

1 in 10 Medusan Prey will be a champion that moves faster and attacks with speed and precision using the weapon they wielded in life. Init +3; Atk +5 melee (dmg 1d8+3); AC 20; HD 5d8; MV 30′; Act 2d20; SP (As Medusan Prey) SV Fort +7, Ref +1, Will +6

What is Monstober?

Answering the question: What is Monstober?

Here are the prompts for each day.

Our mission, which is already underway, is to come up with a creature design for each daily prompt. Mine are going to be somewhat light on artwork, but fun for any TTRPG Game Master to use.

Systems will likely include, but are not limited to:

  • Basic Fantasy RPG.
  • Dungeon Crawl Classics
  • EZD6
  • ICONS
  • ICRPG
  • Monster of the Week
  • Mutant Crawl Classics
  • Old School Essentials Advanced Fantasy
  • Operation White Box.
  • Power Rangers RPG

Each blog article will tag #Monstober #Monstober2022 @TrueFeyQueen888 @truefeygaming and @Mrs_MothMan_Art on Twitter.

Please stay tuned as there may even be some short fiction and some of my hand-drawn creature art. This will also run in conjunction with #Promptober whenever possible.

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.

%d bloggers like this: