Monday, June 26, 2017

Monster Monday: Pit Mimic, The Living Hole

Today's Monster Monday is the pit mimic, an insidious trickster that disguises itself as the floor, only to open up and reveal a pit. It is a living pit trap, capable of moving itself under its prey so that they fall in, or grabbing people with its tentacles and dropping them into its extradimensional maw. Its gullet appears to be an ordinary pit, but any who fall in will find it bristling with pummeling pseudopods. Of course I've included variant pit mimics that are deeper, or filled with acid, or filled with spikes.

pit trap photo by Georg Waßmuth, via Wikimedia
There is a similar monster in Pathfinder Bestiary 6 called the slithering pit. As I was reading through the new Bestiary for an upcoming review, I remembered my pit mimic and went searching for it. As it turns out, although I statted it up in January of 2016, I neglected to post it either here or to my patreon. Well it's here now, and if I do say so myself (I do), it turned out better than the official slithering pit from the Bestiary. But be warned: this is a huge stat block. Creating this creature was a challenge because it breaks a lot of the base assumptions for a monster of this size and power. As such, it needed a lot of special rules to make sure that the monster functions intuitively within a rule system that was not built with it in mind.  Check it out below! I hope to see many adventurers in the future falling prey to these living, moving pits.

The following text in gold is available, along with any accompanying tables, as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.

Monday, June 19, 2017

Monster Monday: Colossal Octopus, Tentacle of the Deep

Today's Monster Monday (apologies for missing last week's post) is the colossal octopus, a tremendous being from the inky black depths of the sea, larger even than the legendary kraken. This being is a force of nature; a terror to shipping and to coastal communities.

Drawing by Pierre Dénys de Montfort, via Wikimedia
The kraken is a threat thanks not only to its immense size but also to its cunning (Int 21, Wis 20) and its innate magic. The colossal octopus, on the other hand, is a wholly non-magical animal, but nonetheless a true monster of the seas. With eight tentacle attacks and a powerful bite, this beast is built to take on a whole ship full of adventurers. It clocks in at Challenge Rating 13, which means it is an accessible opponent for more adventuring parties than the CR 18 kraken. The description also includes rules for hacking off its tentacles individually, because how could there not be? I'm actually kind of baffled by how the tentacle chopping that was a part of the kraken's stat block in D&D 3.5 disappeared in the Pathfinder version.

Back in the days of the Enlightenment, as humankind's approach to studying the natural world transitioned from the natural philosophy of earlier times to the more rigorous scientific method, both the kraken and the gigantic octopus were occasionally considered to be real creatures. Carl Linnaeus, the father of the modern taxonomy himself, included the kraken (under the scientific name Microcosmus marinus) in the first edition of Systema Naturae, published in 1735. The French naturalist Pierre Dénys de Montfort included both the kraken and what he described as the larger "poulpe colossal" (colossal octopus) in his 1802 work, Histoire Naturelle Générale et Particulière des Mollusques.

Drawing by Pierre Dénys de Montfort, via Wikimedia
These vestiges of myth and legend were soon scrubbed from scientific literature due to a lack of evidence, but it is worth noting why they ever made it to those pages in the first place. While we may take for granted that creatures like the colossal octopus are pure myth, early naturalists did not have the luxury of such certainty, especially when it came to the mysterious ocean depths. Naturalists used not only their own observations in their descriptions of the natural world, but also reports from others, studiously collecting and analyzing eyewitness accounts, local legends, and the writings of their ancient and medieval fore-bearers. The kraken and colossal octopus were represented in those sources just as the real monsters of the deep were; the fact that the immense carcasses of the otherwise unbelievable giant squid and blue whale occasionally washed ashore only served to lend credence to the idea that these other abyssal titans might exist somewhere out there in the unplumbed depths of the boundless ocean.

The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.

Monday, June 5, 2017

Monster Monday: Knocker, Leprechaun of the Mines

   "Don't be too hasty to finish that there pasty," Jago's wrinkled grey face twisted into a smirk. The old-timer leaned in toward where Cadwur was eating his lunch by the light of his candle-helmet. "You'll want to save a morsel for the knockers.  Like this." He took one last bite of his own pasty and tossed the remaining corner out beyond the candlelight.
   Cadwur's stomach rumbled. He was new to mine labor, and his lunch had not filled him as it should. He eyed the last bite of his pasty eagerly. 
   "Save a morsel for the rats, more like!" Massen butted in. "You'll go hungry if you listen to this old fool's tall tales, Fresh-Face." He popped half a sweet roll in his mouth and chewed loudly. 
   "And if you showed some respect to the fey, maybe your tools would stop disappearing." Jago turned back to Cadwur. "Go on, make your offering. Unless you want to take your chances like Missing Massen over here." 
   Reluctantly, Cadwur tossed his crust out beyond the circle of light. Over the now-familiar scrabbling of rats, he thought he heard the soft slapping of tiny bare feet. But then they all heard the screaming.  
   It came from further down the mine, from the main shaft where the men of the deep shift were working.  The screaming grew more violent as more voices joined in, and it meshed with the clash of iron and rock and the distorted echoes of a deep, unearthly growl. Then came the knocking. Loud, rhythmic, insistent, coming right from the entrance to the side shaft Cadwur and his whole crew were sitting in. Everyone instinctively recoiled.  Everyone but Massen, who leapt for the entrance, yelling, "Cave in! Everyone out!" Just as he reached the entrance, a support beam cracked and struck him on the head. He collapsed like a sack of potatoes and lay there for a split second, more serene than anyone had ever seen him, before the whole ceiling fell on him. They all watched in silence until his boots stopped twitching and the dust settled.  
   The screaming had stopped, but the noise had not. Something large and clumsy, roaring like a blast furnace and stinking like a charnel house, was scraping its way up through the mine. Candles extinguished, picks and shovels clenched in white-knuckle fists, every miner behind the cave-in listened with bated breath as the beast sniffed and clawed at the pile of rubble that had sealed them in. They stayed like that for what seemed like an hour after the monster gave up and moved on, then they breathed out a collective sigh of relief.  
   Cadwur pulled his flint and steel out of a satchel on his belt and lit the candle stub on the front of his helmet. A tiny man with a long, ratty beard and a protruding nose was resting against the shaft wall, right on the edge of his candlelight, hefting an oversized hammer in one hand. He winked at Cadwur, popped a crust of pasty in his mouth, and fell backwards through the solid stone. 
   Trapped by the cave-in, they were the only miners to survive the monster's attack. They lived in the dark for four days awaiting rescue, licking moisture from the walls and eating raw rats. And every man of them left out a scrap of rat for the knocker who had saved their lives.  
Today's Monster Monday is the knocker, an impish prankster from Welsh and Cornish mythology who lives deep in the mines and makes loud noises to warn of (or cause) cave-ins.

Knockers are responsible for odd sounds and mysterious disappearances that plague deep caverns and drive miners mad. They delight in causing mischief, from extinguishing lights and stealing tools to luring lone subterranean explorers to their dooms or trapping dozens of miners with strategically placed cave-ins. Most miners and subterranean races maintain that knockers can be appeased with offerings of food and drink, and some even claim that those whom the knockers favor are blessed with enduring luck underground.

The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.

Monday, May 29, 2017

Monster Monday: Redwood Treant, Titan of the Forest

Today's Monster Monday is the redwood treant, a mighty tree creature so large that it tears up the earth with its footprints, so thick that fire struggles to penetrate to its wooden core, and so ancient that it considers elves to be young upstarts.  Just as redwoods are to regular evergreens, so redwood treants are to normal treants: more extreme in every dimension.

The mighty redwood
The redwood treant has been on my backburner for a while now (I mentioned them in my introduction to Guns of the Western Kings back in 2014), but I was inspired to bring them to life during a recent trip to the California redwoods.  All photos in this article are from this trip which I took earlier in May; in some of them, such as the one above, my wife provides a helpful reminder of the scale of these immense giants.

One of the abilities of the redwood treant is that its footprints create an area of difficult terrain, meaning its very movement can change the nature of the battlefield.  This ability was inspired from in-the-field observations of fallen redwoods and the huge pits their root structure left when they toppled over.  You can see the size of a redwood treant's 'foot' in the image below - try to imagine a battle where every blow the enemy dealt was made with gnarled feet of that size!


Speaking of gnarled, a redwood's incredible longevity and resistance to stress manifests itself physically in odd deformations.  These scars occur when a redwood survives a particularly stressful event like a forest fire, infection, or intense storm.  Sometimes it can look like the bark of the tree boiled and began to flow off, other times a scar can take the form of a huge burl the size of a small car.  They can even result in beautiful, almost sculptural figures emerging from the trunk.  An ancient redwood treant, the veteran of many battles for the survival of its wood, would likely have several such scars, making each one distinctive and characterful.


The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.

Monday, May 22, 2017

Monster Monday: Gallimimus & Ornithomimus - They're Flocking This Way

Today's Monster Monday is a two-for-one deal: ornithomimus and gallimimus, two fast, bipedal dinosaurs that ran around in herds. You may remember gallimimus from this scene in Jurassic Park.  Can a druid have a gallimimus companion and ride it around?  Of course.

Struthiomimus by Nobu Tamura, via Wikimedia
Ornithomimus stands slightly taller than a man, and reaches lengths of 12 feet including its tail.  Gallimimus is much larger, easily reaching 20 feet in length, with some specimens reaching 26 feet.  Together, these two dinosaurs are the most recognizable of a group of dinosaurs called ornithomimosaurs.  These dinosaurs tend to be lightly built, nimble, and very fast - Struthiomimus may have attained speeds of 50 miles per hour.  They are recognizably ostrich-like in shape, with long legs and long necks.  Like many species of dinosaurs, ornithomimosaurs were feathered.  Unlike other more familiar theropods, like tyrannosaurus and velociraptor, ornithomimosaurs were not fierce hunters.  Their diet is still under debate, but it is likely that they were omnivores, snatching up small mammals and reptiles, munching on insects, and pulling soft buds and leaves off of trees.

There are many species of ornithomimosaur.  The stats for ornithomimus work just as well for struthiomimus or archaeornithomimus, while the stats for gallimimus will serve for beishanlong as well.  Smaller ornithomimosaurs like anserimimus, sinornithomimus, pelicanomimus, rativates, and garudimimus can be simulated by applying the Young simple template to the ornithomimus stat block.  The largest ornithomimosaur - the odd-looking but gigantic and terrifying deinocheirus - will require its own unique stat block, but that is a Monster for a different Monday.

 by Nobu Tamura, via Wikimedia
Beishanlong
, a large ornithomimosaur rivaling and perhaps exceeding gallimimus in size.
I went back and forth many times over what size category these dinosaurs should be in.  Strictly by the numbers, ornithomimus is closer to horse-sized than man-sized, and should be a Large creature, while gallimimus is as long as an orca and might belong in the Huge size category.  Ultimately, though, I opted to make ornithomimus a Medium creature and gallimimus Large.  For one thing, without its tail, ornithomimus is roughly the size of an ostrich, which is already statted up as a Medium creature.  The dinosaurs also just aren't very powerful compared to other Large and Huge monsters respectively.  What really convinced me was that making ornithomimus Large would mean it could serve as a mount for Medium creatures.  While very light jockeys can ride ostriches in real life, I can't imagine a scenario involving an armored adventurer getting onto an ornithomimus resulting in anything other than horrible hip injuries for the poor dinosaur; on the other hand I can easily imagine humanoids riding gallimimus - probably because I read Dinotopia so much as a kid.

Ring Riders by the great James Gurney
The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.

Monday, May 15, 2017

Monster Monday: Lightning Bug, An Electric Insect

Today's Monster Monday is the lightning bug, a flashy magical insect that fires bolts of electricity at its enemies.  It's basically a living bug zapper.

Lightning bugs are surrounded by a field of electric energy that grows stronger the more of them there are in close proximity, allowing each lighting bug to draw on the electric fields of their neighbors to deliver a powerful jolt.  In combat, this means that each individual lightning bug does more damage when it is near multiple other lightning bugs.  This novel game mechanic makes fighting lightning bugs interesting and engaging for the players as they work out how the ability functions and how best to counter it.

Modified from a photo of Photinus pyralis taken by antfarmer, via Wikimedia
In addition, lightning bugs can deliver a blinding flash which dazzles nearby opponents, at the cost of draining its electrical energy for a few rounds.  Engaging these creatures in melee also has its risks, as any hit on the bug has a chance of delivering an electric shock to the attacker.

The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.

Monday, May 8, 2017

Monster Monday: Hexcrow, a Witchy Corvid

NOTE: d20 Despot is on vacation!  While I'm off on my own adventure, please enjoy some magical birds!  Last week we had the Caladrius, a healing bird from European myth.  This week's vacation bird is the hexcrow; think of it as the evil opposite of the caladrius.

Today's Monster Monday is the hexcrow, a black bird of ill omen, known to cause feelings of unease and terror in those who view it.

The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.

This menacing black crow has glowing red eyes
Hexcrow      CR 2
XP 600
NE Tiny magical beast
Init +7; Senses low-light vision, darkvision 60 ft., detect magic; Perception +8
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 22 (3d10+6)
Fort +5, Ref +6, Will +3
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +8 (1d3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks evil eye (DC 14)
Spell-Like Abilities (CL 3rd)
   constant  – detect magic
   3/day – doom (DC 13)
   1/day – augury, bane (DC 13)
STATISTICS
Str 10, Dex 16, Con 15, Int 12, Wis 15, Cha 14
Base Atk +3; CMB +3; CMD 16
Feats Ability Focus (evil eye), Improved Initiative
Skills Appraise +4, Fly +12, Perception +8, Stealth +15
Languages Common
SPECIAL ABILITIES
Evil Eye (Su)
The hexcrow can use the evil eye hex at will as if it were a 3rd level witch.
Restorative Body (Su)
ECOLOGY
Environment any
Organization solitary, pair, murder (1d3 hexcrows plus a murder of crows)
Treasure half

The hexcrow is a malign bird with sooty black feathers and glowing eyes.  Hexcrows delight in the misfortune of others, and tend to congregate around sites of tragic significance. 

   Characters of at least 7th level with the Improved Familiar feat who are within one step of Neutral Evil can take a hexcrow as a familiar. 

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-your ill-augured d20 despot