Oludammi, and the Griffon's Territory
Originally published June 21st 2024
Oludammi, the Back-End of the Ass
Animal Aspirant, Crocodile
Will be described in the future Monsters.MD conversion.
Barbarians
Will be described in the future Monsters.MD conversion.
Death-Cleric Rukh-Vile
Init: +2; Atk: Staff +2 Melee (1d4); Crit III/1d10; AC 10; HD 3d8; MV 30’; Act 1d20; SP Magic, Grisly Demise: SV Fort +1, Ref +1, Will +2; AL L
Magic: Rukh-Vile can cast the spells Ray of Enfeeblement, Curse, and Spider Web with a result always being 16. There is a 4% chance that it fails with any single cast but may drain the life of any allied barbarian to make sure the spell succeeds.
Grisly Demise: Upon death the ground beneath Rukh-Vile opens up, and a serpent of terrible black flames drags him to an underworld unseen. All ignitable things within 5’ catch fire. The fire deals 1d6 damage each round and naturally extinguishes on a roll of a 1.
Keep in mind these are dry grasslands.
Ghoul
Init: +2; Atk: Claw +3 Melee (1d3+Paralysis), Bite +1 Melee (1d7); Crit U/d8; AC 12 (tough skin); HD 3d5; MV 30’; Act 1d20; SP Undead Traits, Silence, Complex Origin: SV Fort +3, Ref +0, Will +0; AL C
Paralysis: A ghoul’s touch causes paralysis, rendering the victim immobile for 1d6 hours (DC 14 Will Save to avoid)
Undead Traits: Entirely immune to paralysis, mind affecting spells, cold damage, and critical hits.
Silence: Ghouls make no noise while moving.
Complex Nature: There are many ways one could become a ghoul. Roll below to discover the types of ghouls.
1d10 Appearances
1d6 Ghoulish Origins
Heavenly Warlord Nadromaean
Init: +6 (1d16); Atk: Battleaxe +1d8 Melee (1d10+1d8); Crit V/1d30; AC 14 (scalemail); HD 6d12; MV 25’; Act 1d20+1d16; SP Crit Range, Might Deeds: SV Fort +4, Ref +2, Will +2; AL C
Crit Range: Nadromaean crits on an 18-20.
Mighty Deeds: Nadromaean can use mighty deeds. Below is a mighty deed table for judge’s ease.
3) Leg Sweeper. The victim must make a Ref save against the attack roll to stay standing.
4) Whirling Chaos. The battle axe is a mighty arc. The attack can target up to three individuals in range, with damage distributed equally (any remaining damage after the division is inflicted towards the first target).
5) Heaven’s Warrior. All allied barbarians gain a +1 bonus to attack next round.
6) Maker of Mutes. The battleaxe catches the mouth. The tongue is destroyed.
7+) The Mightiest Blow. The battleaxe utterly destroys any armor worn. Wearers of magical armor may make a luck check with a d14 to avoid destruction.
Mask Society Member, Crocodile
Will be described in the future Monsters.MD conversion.
Mole-Men
Init: +0; Atk: Claw +2 Melee (1d6); Crit M/d8; AC 15 (tough skin); HD 2d7; MV 20’; Act 1d20; SP Blindsense: SV Fort +3, Ref +1, Will +1; AL N
Blindsense: Molemen can navigate entirely without sight via their keen hearing and ability to detect vibrations. Any attempt to Sneak Silently around them is made with a -8 penalty. If they are deafened they are treated as being blinded.
Priestly Butchers
As acolyte DCC RPG (pg 432)
Slave-Cultists
As peasant DCC RPG (pg 434)
The Eagle Fiend, Cyrruss
Will be described in the future Monsters.MD conversion.
Tiger
Init: +7; Atk: Claw +4 Melee (1d5+2), Bite +4 Melee (1d5/1d14); Crit M/d10; AC 12 (agility); HD 4d10; MV 60’; Act 1d20+1d14; SP Stealth, Sneak Attack: SV Fort +3, Ref +6, Will +0; AL N
Stealth: A tiger gains a +12 bonus to being hidden in underbrush.
Sneak Attack: If a tiger makes a bite attack against an unaware target it inflicts 1d14 damage.
Vision Bees
Will be described in the future Monsters.MD conversion.
The Griffon’s Territory
Dryads
Init: +0; Atk: Slam +3 Melee (1d8); Crit M/d8; AC 15 (Bark Skin); HD 3d10; MV 30’; Act 1d20; SP Enthralling: SV Fort +3, Ref +1, Will +2; AL C
Enthralling: Anyone attracted to women must make a DC 13 Will save upon seeing a dryad, on a failed save the beholder becomes hopelessly in love with the dryad and wishes to leave the world of man and wander into the woods.
Elves
Init: +1; Atk: Weapon +2 Melee; Crit II/d6; AC As Armor; HD 1d6; MV 30’; Act 1d20; SP Unearthly Allegiance: SV Fort +1, Ref +1, Will +1; AL C
Unearthly Allegiance: Elves can invoke a patron as determined by the judge. This starts as a 1d10 check but gains a +1d bonus to invoking for every other elf nearby.
Griffon
Init: +6; Atk: Claws +7 Melee (1d10), Bite +5 Melee (1d8); Crit M/d14; AC 16 (agility); HD 8d10; MV 40’ or 80’ fly; Act 1d20+1d20; SP Swooping, Variations: SV Fort +5, Ref +9, Will +3; AL N
Swooping: If the Griffon charges while flying the damage dice gains a +2d bonus.
Variations: Griffons have myriad forms, when encountering a griffon roll 1d5 on each chart to determine what constituent parts the beast is made of.
Bird
Cats
Hollow Trees
Will be described in the future Monsters.MD conversion.
Men-of-the-Grove
Will be described in the future Monsters.MD conversion.
Mountain Ghost
Init: +15; Atk: Claws Unseen +2 Melee (1d8); Crit U/d6; AC 18 (impossible to see); HD 1d10; MV 40’ fly; Act 1d20; SP Undead Traits, Incorporeal, Fog of Undeath: SV Fort +2, Ref +7, Will +3; AL N
Undead Traits: Entirely immune to paralysis, mind affecting spells, cold damage, critical hits, and non-magical weapons.
Incorporeal: The mountain ghost can move through solids as if they were air.
Fog of Undeath: A black cloud follows the mountain ghost, anyone nearby cannot see more than 15’.
Mummy
Init: -1; Atk: Throttle +2 Melee (1d4 cumulative); Crit U/d10; AC 18 (immunity to pain); HD 5d12; MV 20’; Act 1d24; SP Undead Traits, Mummy Rot, Stench of Death, Vulnerable to Fire, Death Feaster: SV Fort +5, Ref -2, Will +6; AL L
Undead Traits: Entirely immune to paralysis, mind affecting spells, cold damage, and critical hits.
Mummy Rot: Any successful attack inflicts Mummy Rot, causing them to suffer 1 Stamina damage per day (DC 12 Fort save to avoid). This damage can only be healed via powerful magic.
Stench of Death: Anyone who angers the mummy begins to reek of death, unbeknownst to them. They suffer a -4 penalty to Personality checks for the following 6 days.
Vulnerable to Fire: A mummy takes double damage from fiery attacks.
Death Feaster: If something dies within 100’ of the mummy it gains 1’ of height and 1HD.
Sorcerer
Init: +0; Atk: Punch +1 Melee (1d3); Crit I/d6; AC 10; HD 2d4; MV 30’; Act 1d20; SP Unknown Spells, Peculiar Fate: SV Fort +1, Ref +1, Will +1; AL N.
Unknown Spells: The sorcerer knows 1d3 spells entirely unknown to the mages of the bronzelands. All spells are cast with a +4 bonus.
Peculiar Fate: Upon reaching 0 hp the sorcerer begins to boil as they turn to green smoke.
1d5 Spell Suggestions
Edit: 7/4/2024. my lovely lovely friend Chaoclypse decided to draw some of the ghoul variations I described. They are included below. :)
Discussion in the ATmosphere