Showing posts with label Fortnightly Fiends. Show all posts
Showing posts with label Fortnightly Fiends. Show all posts

Sunday, 25 December 2022

Fortnightly Fiends: Moonwasp

 In the void between worlds, and in the silver-limned reaches of the Astral and Ethereal Planes are many variegated creatures, many fearsome and many utterly alien: imagine then, the sense of comfort the planar traveller feels upon first encountering the Moonwasp, so familiar in form, singing their everlasting mental hymns to the pleasures of friendship and the joy of the new. Despite their appearance - human-sized wasps with silver wings and white bodies and rainbow-hued multifaceted eyes - Moonwasps will almost always treat first encounters as a chance for a new friendship and sharing of stories. They are great travellers and singers - and occasionally defenders of those whose freedom and individuality is threatened by other, less benign planar forces. Thus they are betimes found opposing Devils, Demons and other such horrors.



Moonwasps can function in the void of space, and the Astral and Ethereal Planes without hindrance, although they do enjoy visiting the Prime Material Plane and its multifarious variants (not so much during the hours of daylight, however). They have some command of planar magic, and their powerful minds are opaque to magical control. They do not like to fight, but will do so if pressed, especially against Chaotic foes and the alien horrors that stalk the void. They prefer, however, to utilise their potent mental songs to defuse dangerous situations.

Moonwasp for Labyrinth Lord 




Credit to my son, who turns 9 today, who came up with the word "Moonwasp".




Saturday, 15 October 2022

Fortnightly Fiends: The Mither

Out in the wild grasslands of the Fourwind Bleak, where the foul winds blow from the ruins of Aria, on the magequake-scarred veldts of Old Hyarenia, and across the wide plains flanking the alchemy-poisoned waters of the River Trebb, and in other grassy places where uncontrolled or corrupted magic has caused serious damage, there can be found the Mither. This - generally timid - small herbivore, which resembles an armadillo, but with lank ratty fur tufting up from between its little plates of armour, is a byproduct of such magical mishap. At about one foot in length, the Mither would normally be regarded as merely a nuisance, but it has several effects that make it somewhat more vexatious, especially for those who wield magic power. Their bite carries an unpleasant disease that is particularly debilitating for spell casters, forcing them to exert themselves to an unusual extent when looking to cast spells. In addition, Mithers are hard to affect through magical power, and their armour is difficult for many weapons to pierce.




Monday, 29 August 2022

Fortnightly Fiends: Muck Elves

"Perhaps it is the outcome of some vile experiment in hybridization, or some Shroud-induced degeneration. I know not. I know only that the Elves who dwell in the Dragonmirk and the swamps that fester around the shores of the Bay of Olkos are the least pleasant, and least predictable of their kind, and all the worse for their strange powers. I deem them a poor prospect as trading partners, for all that they can source many interesting and rare commodities. Even the Marsh Goblins understand - nay, embrace - trade. These creatures, on the other hand, see it as an opportunity for malice."

        Abrusk Aardys, Commodore 1st class, Ghelbur Trading League, Report X-I_323c, submitted and filed Year 451 of the New Reckoning.


The so-called Muck Elves are not, as is commonly thought, Elves modified by the sorcerous pressures of Shroudfall (or at least, not wholly so). They have, in fact, existed for far longer. Takan'zekki, the Absinthe Dragon of Eltmire won a disaffected tribe of Elves to her service over 1800 years ago and spent considerable time and effort 'adapting' them until they were fit for her realm and their duties. They were, however, unable to reproduce Simple attrition had reduced their numbers from over 300 to just 35 when Shroudfall struck. By the time Eltmire had returned to some semblance of normalcy, the surviving Muck Elves were aware of two changes: Takan'zekki was gone, her whereabouts unknown, and the Muck Elves were now capable of breeding. 

Always licentious and devoted to pleasures - they did, after all, serve an Absinthe Dragon - they now bred and bred, until there were too many for the Eltmire to support. They spread out then, in search of new homelands. Eventually, some found their way to the New Kingdoms, particularly the swamps created by the sinking shores of the Bay of Olkos and the collapse of old Venara into the sea. Their rampant reproduction rate is now somewhat outmatched by the fury with which they are hunted by other swamp-dwellers: Moss Trolls, Marsh Goblins, Mugwumps, and many others loathe the Muck Elves, and often seek to drive them right out of the swamplands. 




Muck Elves tend to be a little shorter than other Elves, as well as being oddly pudgy - they are in fact quite muscular, but have a small layer of subcutaneous fat around much of their torso and limbs, an adaptation introduced by Takan'zekki, possibly with the aim of increasing their buoyancy in the swamps. Their colouring is usually a loamy brown, with twinkling eyes of bright green, whilst they are almost hairless. Of greater remark are their iridescent dragonfly wings, which they use to hover, zip and dart like, well, dragonflies.

They retain most of their Elven abilities, but have several improvements: they can belch forth a 20' line of caustic goo, and may cast the spells acid arrow and stinking cloud (though only on a limited basis, see above). In addition, when lolling around in mud, they regenerate 1 hp of damage per round. The RMFRP version is detailed below:




 

Monday, 15 August 2022

Fortnightly Fiends: The Straw Man

 The Elders of Nysste are a venerable - and slightly terrifying - order of Druid-Monks, sworn to preserve the ancient forest of Nysste (a stretch of primordial woodlands in the foothills of the High Esvels, north of the Kingdom of Helvaszoria). Their numbers, however, have long been insufficient to the task of defending the forest: few possess the level of commitment and love of the wilds to spend their lives in service to such an august - but inimical - land.

After various unsuccessful attempts to boost their numbers - through alliance with local Fey and one disastrous invitation to human settlers - the Elders chose to create the Straw Men, constructs imbued with intelligence and magical abilities to provide the first line of defense for the forest. The Straw Men are possessed of unbreakable loyalty to the Elders, and with their powers and spells and unswerving dedication to their task, have become an indispensable element of the order.

Straw Men, as their name suggests, are 7' humanoid figures crafted out of tightly bundled straw. They appear closely akin to Scarecrows, but instead of ragged clothing, they wear light robes and hoods of deep forest green, and in the shadow of their hoods, two points of pale verdigris burn steadily in place of eyes. They can not speak, only emitting a menacing hiss - as of a chill wind in dry grass - when casting spells.

Despite this air of peril, Straw Men are not particularly aggressive, preferring to operate unseen, using their Druidical powers and Illusionist spells to confuse and misdirect interlopers in the forest. They will not kill unless forced to do so, favouring instead a stunning attack that renders their opponents vulnerable to capture (whereupon they are delivered bound and helpless, to face the judgment of the Elders).

The Straw Men have a particularly feared ability to lay false trails, leading trespassers back out of the forest, or, in more serious cases, into a blind draw, where warriors of the order await. These trails exist only in the minds of those following them, and, should they fail in a Saving Throw against spells, the afflicted will refuse to accept any argument or evidence that seeks to persuade them of the false trail, for a period of 1-6 hours.

Straw Men, when they make recourse to violence, are capable of stunning a foe with their powerful bash, and they are particularly likely to use this attack - or their entangle spell - against foes wielding swords, axes, or fire. They are, however, more likely to withdraw if they can, using their false trail ability to confuse their foes.

The stat blocks below are for Blood & Treasure and Fantastic Heroes & Witchery




Friday, 29 July 2022

Fortnightly Fiends: The Beldrake

"The Beldrake is oft assumed - incorrectly - to be a product of the upheavals of Shroudfall. Rare even in its semi-desert homeland, this dangerous beast is a creation of Azbrekt, the Dragon-deluded Sage of Vildekam, a by-product of that strange man's attempts to blend dragonkind with other monstrous creatures. 

The Dragon-deluded, although clearly mad, as well as utterly incognizant of the costs and consequences of magical experimentation, was motivated in his early experiments by the desire to clear his homeland of the Single Purpose Army and to end the subjugation of his people (and the land itself, beast and bough, which he loved far more than he loved his people). That his experimentation soon became an end rather than a means, and his joy in the bleak beauty of his land turned to a lust for its destruction (so that he might create something better in its place) must not be permitted to diminish the nobility of his original aim. If only he had possessed humility..."

        Falgrin Knolk, last Lord Scrivener of the Forge of Soryth Hamelle.

A Beldrake is the outcome of forced breeding between a captured Copper Dragon (Blood & Treasure - Monsters, p.57) and a controlled Eloko (Blood & Treasure - Monsters II, p.67). The Beldrake functions in all particulars as does the Eloko, but also gains a breath weapon and some draconic immunities.

The Beldrake is a small creature, appearing much as does the Eloko, although it is possessed of coppery scales beneath its wild grass-like hair. Beldrake are always hungry, very non-discriminating with regard to food sources, and utterly sadistic, debasing their victims through use of their suggestion ability before devouring them. Their great rarity is a cause for much relief. A Beldrake will sometimes ally with Gnolls, joining their raiding parties in the hope of a feast. Beldrake speak Common, Dragon, Gnoll and occasionally Xeph or Sphinx.



Adventure Seed: A Beldrake by the name of Kevag (13 hp) - a little more intelligent than most of her kind, a little more measured in her appetites and cruelties - has taken control of a small drylands community (mostly populated by Xeph and Humans, with a few other desert-dwelling vagrants). She rules the community with an iron hand - helped by the always present threat of devouring those who oppose her and by her Gnoll helper, Yazek:

Yazek: Gnoll Fighter 2; CE; AC 16; hp 7; SV 16; MV 30’; Atk: +4 melee/+3 ranged (+5 w/handaxe/+4 w/thrown handaxe); Attacks:  Handaxe, Spear; STR 16, INT 11, WIS 6, DEX 15, CON 14, CHA 12; Skills: Riding +4; Other Abilities: leadership, dominate lesser foes; Feat: weapon focus (handaxe)Equipment: Ring Mail, Buckler, Handaxe, Spear, inkling ringBackground/Secondary Skill: Villein/Watchman; XP: 100/2. Yazek's inkling ring is a useful item, providing him with +2 to AC vs. backstab attacks and allowing him to reroll, once per day, a failed surprise check. It is carved from the bones of a Grimlock and set with two dark onyx stones.  

Kevag keeps the community's children imprisoned in a corral in order (under the watchful eye of Yazek) to ensure the good behaviour of the adult population, to whom she has given the task of excavating a ruined Temple of Abarrikhet, at the behest of her own master, a Criosphinx in the service of Abarrikhet's Cult. When the work flags, Kevag consumes one of the children. This has only occurred twice: normally, it is sufficient for the Beldrake to simply approach the corral for the adults to redouble their efforts.

If Yazek were to be somehow overcome and the children freed, Kevag would most likely withdraw: although quite powerful, she is not strong enough to subdue the whole community, particularly given that her actions have awakened power in one of the bereaved Xeph parents, and this individual is slowly gaining an understanding of her abilities and considering possible ways of ridding her community of Kevag:

Kahel nari Kohann: Xeph Sorceror 1; N; AC 12; hp 3; SV 15; MV 30’; Atk: -1 melee/+1 ranged; Attacks:  Staff, Knife; STR 6, INT 10, WIS 13, DEX 13, CON 14, CHA 15; Skills: Alchemy +1; Spells Known: (1st level, can cast 3/day) daze, jump, mind thrust; Other Abilities: sense magic 60', can cast haste 1/day, impromptu casting, brew potions ; Feat: iron willEquipment: Staff; Background/Secondary Skill: Villein/Hunter; XP: 50/1. 
 



  

Wednesday, 13 July 2022

Fortnightly Fiends: The Brelkhaddar

It's been a while, for which I apologise: I've been spending much of my time providing COVID cover - too much, really - at work, then getting a thoroughly evil gastro virus myself, but hopefully things are back on track. This is a new feature for the blog: every two weeks (more or less), I'll introduce a monster, statted for Blood & Treasure (and possibly some other systems as well. Possibilities include: Advanced Olde Swords Reign, Pathfinder 1e, Fantastic Heroes &Witchery, OSRIC, For Gold & Glory, Labyrinth Lord, my own nascent Tales of the New Kingdoms system, & RM, perhaps. I'll probably surprise myself and choose one system at random each time). The creature will usually be a "new" one, but there will be converted and reimagined monsters as well (where such are not already found in the B&T bestiaries). I say "new" because I will no doubt rediscover ideas that are already out there that I'm currently unfamiliar with. In any case, this fortnight, our Fiend of Note is the desert-dwelling Brelkhaddar (pronounced brell-kih-daah).





Of old there was Verukarsis, the son of the Firelord Tulkan and Adorhyll, the Lady of Broken Mirrors. Verukarsis took full share of the natures of both his parents, their joy in destruction and rage against those who esteem enlightenment and lore,and was thus one of the most potent champions of the Wilder Gods during the Godwars. However, after the final defeat of the Wilder Gods, Verukarsis retreated into the lands that later became the Great Desert, nursing his resentments and terrorizing those unfortunates who strayed into his bleak domain. 

One such encounter led directly to the creation of the Brelkhaddar: a Torch Nymph (sworn to serve Yelith) came seeking Verukarsis for some kind of boon, believing - erroneously - that Verukarsis would lend her aid out of a sense of allegiance. After many torments, the scornful Verukarsis slew the Torch Nymph, capturing her undead essence and fusing it with that of his Salamander and Sandman minions, and most importantly, his own malign spirit. 

The result exceeded even his own vile expectations: a creature wholly new, a tall, reptilian female, with dun-coloured scales, fuming eyes of orange, capable of taking the form of a dust devil, attacking their foes with a fear-inducing howl of woe and rage and granted the power to flay the flesh from bone with a cone of wind-driven sand, whose claws can erode an individual's confidence, reason and will.

Verukarsis failed in one respect, however: the Brelkhaddar were unable to breed. Verukarsis was not content with one such creature, seeing in them the potential for renewed war upon those who served the Jurenaic Gods. He sent out his servants to capture Torch Nymphs wherever they could be found (incidentally earning himself the eternal ire of Yelith), and had soon created two score and one of the terrifying creatures. 

It was at this point that Verukarsis realised that, in imparting his own vitality and spirit to the Brelkhaddar, he had weakened himself to the point that he was unable to resist their inevitable rebellion. The Brelkhaddar united - briefly - to cast him down, before falling upon each other in their own horrendous internecine strife. Verukarsis fled to the Para-elemental Plane of Ash, a miserable wraith shorn of all but the merest vestige of his divine might. The Brelkhaddar - of whom twelve have perished - now make war upon each other, usually through proxy armies of desert tribes, corrupted Xeph, Gnolls, Scorpion Men and Janni. One or more Brelkhaddar sometimes attempt to expand beyond their homeland in the heart of the Great Desert, in the hope of securing resources and troops. Such incursions are crushed as quickly as possible by those whose lands border the Brelkhaddar homeland, but there remains the disturbing possibility that one of the various potentates who currently guard against the Brelkhaddar will attempt to create an alliance - or be forced to do so.





Fortnightly Fiends: The Brelkhaddar

It's been a while, for which I apologise: I've been spending much of my time providing COVID cover - too much, really - at work, the...