Monday, May 1, 2017

May Monster Monday

Well, it's Monday morning here again. Time for my soon-to-be weekly blog about monsters! Last week, I looked at monster books that I love. This week, I'm giving the community a sneak peak at some Mord Mar stuff! These monsters were originally made for Pathfinder, but as we use Swords & Wizardry now, they have been translated.

Hit Dice: 5
Armor Class: 2 [17]
Attacks: 2 Claw (1d4), Bite 1d8 + 1d6  (fire)
Save: 12
Special: Napalm Spit
Move: 18
Alignment: Neutral
Number Encountered: 1d6
Challenge/XP: 7/700

Flamespit lizards are passive creatures, unless they sense their primary food: oil. When flamespit lizards sense oil with 60' they will investigate, curiously and non-aggressively. They will paw and bite at any container that has oil in it. If any creature attempts to move the oil away from a flamespit lizard, they immediately attack with their napalm spit.

Napalm spit: Flamespit lizards can use this attack twice per day. They shake their head back and forth before expelling a sticky glob of flaming ichor at their target. If it hits, the target takes 3d6 damage the 1st round, unless wearing armor. If the target is wearing armor, it must save or be destroyed by the acidic fire. On the second round, the target takes 2d6 damage (regardless of the previous round's results) and if the armor was not destroyed, it must save again. On the third round, the target takes 1d6 damage, but the armor is no longer in danger.

The Hot Spring
While exploring a cave, the party comes across a warm spring. Lazing about the spring are 4 lizards, all about 6 feet long. The lizards' bright crimson and green scales reflect the torch and lantern light as polished stones. As the group's porter enters the spring cavern, the lizards lift their snouts into the air, and begin walking lazily toward the hireling carrying the lamp and oil. . .

The Flamespit Lizard was originally created by Dustin Edwards for use in a Mord Mar scenario. They will be appearing in the upcoming Mord Mar book entitled Stonemire.

Hit Dice: 5
Armor Class: 2 [17]
Attacks: 1 claw (1d6 damage + 1d6 wisdom drain)
Save: 12
Special:  Rage Aura 30' (Save or attack nearest creature), Create Spawn, immune to non-magical or non-silver weapons
Move: 9/24 (flying)
Alignment: Chaotic
Number Encountered: 1d4
Challenge/XP; 8/800

Orc-wraiths are a terrible, rare undead creature. They only form when one of two things happen: An orcwraith kills a person with orcish blood, or when a wraith kills a person of orcish blood and dies before the orc's wraith-form can rise. Orc-wraiths hate all life, and will attack until the life-force is destroyed, or the orc-wraith is.
Whenever an orc-wraith hits an opponent, their willpower lessens. They begin to give over to baser instincts and lose the ability to reason (-1d6 wisdom with each hit). Any who lose all their reasoning and willpower die. This willpower can only be regained through magical means.
Orc-wraiths rage is infectious. Their hatred of life is so great, that all who near one must make a save, or attack the nearest living creature for 1d6 rounds. All orcs or half-orcs that die at the hands of an orc-wraith will rise as one upon the next full moon. Orc-wraiths ignore all attacks from non-magical and non-silver weapons.

The Dead Room
The lord of the land has tasked the adventurers to find the Wand of Archian. Archian was entombed in a low hill, about 2 days walk from the nearest village. When the group arrives, they find that a group of orcs had broken down the door, and fought a horror inside. Although there is no sign of the original horror, the three desiccated orc bodies prove there was a struggle. The grim shadow visage of one of these orcs floats through a wall, and all hell breaks loose. The lead fighter turns to strike the cleric, and the thief yells "run." This warning may have come too late.

The Orc-wraith was devised by me (Jayson "Rocky" Gardner) for use in Mord Mar. I expect them to show up in a module sometime in the future. But, the Cultworks is still a long way off.

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