Magen.
Four types: Caldron, stretchy acidic limbs; Demos, just your basic artificial people; Galvan, discharge bolts of electricity; Hypnos, telepathic charm.
Magen are constructs that resemble perfectly formed humans - so you can decide whether this means idealised or indistinguishable. I think of them as being colourless, hairless clones with the genital blankness of an action figure, but might all look like each other or their creator or their creator's one true love or the true love of the creator's nemesis. Furthermore, they might need to be made-up and bewigged and/or crudely dyed during the creation process to pass as human(ish):
Like this. |
Or like this. |
The Magen are in the same approximate category as the Living Statue: intelligent constructs, with the implication of personality. They're as expendably loyal as any other construct, as they will follow the commands of their creator to the death. There's no hint that they will subvert orders, but who knows: they've got an Intelligence of 9, approx. human average, so who's to say they don't want to die while being compelled to?
2e goes into some detail on Magen mentality, but it's still up to you and your interpretation of the stats.
The Magen strike me as being down the sci-fi end of the fantasy spectrum, though with obvious magical trappings - think The Dying Earth and Hellboy (Roger and Abe, really). Possibly also Species. As I've already decided, they look like humans with make-up fails or shonky sci-fi make-up or following a trend that you can't quite get your head around.
Lots more detail, including how to make them and the mishaps that can occur, in 2e. The Hypnos gets suggestion in addition to charm person, and can set up a minion network for its creator.
We also learn the Magen go on a rampage of senseless destruction if their creator dies. I think I'd prefer it if they suddenly found themselves with free will, but no real motivation. They don't need to eat, sleep, or breath, so might end up hanging around a dungeon being miserable observers for years, or struggling to integrate with other humanoid society.
Possibly some crossover with the Oards (see below), if you like - the seed here being planted by proximity during re-examination.
Magpie.
Normal and Giant, and the Normal ones won't ever fight back.
Some percentages for success when stealing shiny things (can be better than a 7th level Thief) and weight limits to what they can pilfer.
Not so much a monster, as a thing-that-happens, or as something to charm/train instead of inviting the Thief along.
Man, Isolated.
Some guidance on what makes a Man, Isolated different from a Man, Any Other Kind. Three examples are statted.
Cynidiceans from module B4 The Lost City: masked and drugged-up weirdos in an underground city. Based on a Conan story, I think.
Look at those Men, Isolated go! |
Statwise these are basically Orcs, right down to the penalty for fighting in sunlight. Lots more detail and context in the module, of course.
I've always liked a decadent mask-wearing culture, being a Granbretanian myself. Multiple thumbs up.
Quariks ride Ice Wolves, are bigger/stronger than Normal Humans, have visible fangs and clawed feet (for gripping the ice of their Isolated domed crystal city within the polar regions).
Ruled over by the Firelords, a group of eight (possibly) cannibalistic/carnivorous Magic Users that masquerade as gods (mighty supernatural beings), the Quariks are utterly loyal to them and ignorant of/resistant to the truth.
There's quite a lot of specific detail for a monster that, as far as I can tell, doesn't appear anywhere except AC9 and DMR2. Did they crop up in a magazine? Were they the focus of an abandoned module? Why are they Men and not just Quariks - they're basically another tribal humanoid?
The Traldar were once the slaves of the Hutaakans, so they're pretty setting specific. Bald humanoids with hairy hands.
Special characters called Vocals can shout really loud, for communication and sonic attacks.
Man, Primitive (Barbarian, Native, Wild Man).
More sub-divisions of the 'Man' type, with not that much to distinguish them from each other: Fighter types, armour/weapon choice, some spell-casters. They are/aren't as useful as any other variation on the tribal humanoid theme. There's quite a lot you can do with these not-so-useful categories, but you're essentially making up a new culture for your game rather than building much on the descriptions/stats.
Barbarians can also be Clerics, Druids or even Thieves, putting me in mind of Fritz Lieber's Ice Barbarians. No mention of Berserkers.
Natives are native to jungles and tropical islands. AC9 says including cannibals; DMR2 doesn't.
Seems familiar... |
Wild Men seems to be somewhere between Neanderthals and Barbarians, and are called pagans if they have Cleric characters. I think they might be based on Stone Age/Cro-Magnon humans (I'm pretty sure the illo is of Wild Men rather than Barbarians and is based on an illo of Cro-Magnons -vague memory, rather than concrete sourcing). They also get their name in inverted commas in AC9, for some reason.
Masher.
From a sparse, unillustrated entry in the 1e MM, the Masher gets a power-up from a coral-eating weird wildlife worm-like fish to a 100' long, 20 HD segmented sea worm with a save or die stinger and a 3d8 bite. Shades of the Purple/Mottled Worm.
Normally just as inoffensive as their AD&D original, during the breeding season they become aggressive and congregate together... to temporarily form huge, fearsome, writhing masses. No clues to numbers, beyond No. Appearing 0 (1), but it's 2-8 in the MM so at least that.
Kna remove their stings and use them as pack animals, mounts and to sink ships.
This is a pretty good upgrade on a pre-existing monster, though I would keep the multiple spines of the AD&D version - the image of getting spiked either in passing or through incautious approach is more powerful when the thing is gigantic.
Mesmer.
The Mesmer is the aquatic undead version of the enigmatic and alien AD&D Morkoth/Morlock - a logical progression starting from one of its alternate names, wraith of the deep. It's even described in CC as an undead wraith-like creature.
AD&D-style preferred. I'm happy with this being undead, after the Akraa'Neonor from Lone Wolf 3 Caverns of Kalte. |
Statblocks identical and abilities approximately the same - the Mesmer's being slightly more powerful (automatically reflects spells and they gain an AoE even if they didn't have one before). Obviously, the Mesmer also gets the basic undead immunities; Turned as a special.
Leaves out that charmed characters aren't aware the monster is eating them (as in AD&D), which I think is a shame.
Nagpa.
I've liked the Nagpa since before I even knew what it was/they were, being drawn into the possibilities sparked by the statblock in the BECMI Master DM's monster jam.
Then I found out they were weird crusty vulture people (trapped?) in a cycle of reincarnation (from a Dragon magazine series, Voyage of the Princess Ark, I think).
Then I found out they were the gamification of the Skeksis from Dark Crystal, which in turn made sense of the Hamakei in Out of the Pit.
See also this conversion to Call of Cthulhu (olde schoole) I did.
2e gives them 9 to 12 wizard levels and staves that function as rings of spell storing. Their origin is a curse on especially selfish mages, twisting their form; denying them the ability to eat, sleep, laugh, reproduce, or take part in any other activity enjoyed by living humans, and making them aware of anyone gossiping/talking about them within 100 miles (their ears - such as they are - burn hotter the closer they get). Interesting development, but I didn't need it.
Nightmare.
The BECMI/Mystara version of the MM Nightmare, and fairly close in stats and abilities.
The CC Nightmare can fly and turn invisible at will, as the spells, three times per day - although it has a Flying Move rate already so it's possible the limit refers to invisibility, with the spell reference to fly being for purposes of dispelling and anti-magic effect, maybe?
Being able to turn invisible thrice in a day is a bit of a comedown from being able to become ethereal, and roam the astral plane like in AD&D.
However, the CC Nightmare gets an ability I really like, and is not unlike (though less potent) that of other Mystaran Night-prefixed horrors (-crawler, -walker, and -wing). Its presence kills small animals (1 hp or less) up to 30', and paralyses anything with 3 HD or less that fails a save (roll each round to break free and no longer be affected). Even the places where a nightmare has touched the ground become blighted and barren.
Octopus, Giant.
Almost identical to the MM Octopus, Giant - though lacking the evil intelligence of its AD&D cousin.
Nothing extraordinary here, but I think the Octopus (or Squid) is/was a mechanically important monster for any basic fantasy bestiary
Owl, Giant.
Almost identical to the one in the 1e MM.
Although owls have a reputation for wisdom and intelligence, they are neither more nor less friendly towards people than most animals - thanks for that.
Oyster, Giant.
They have a Move of 0 and bite for 4d6. I can't quite visualise how combat would look.
Would not use as written - make it more of a hazard/trap than a monster.
What Was Left Out - Oard.
Time-travelling anti-magic cyber-bastards from the same module as the Garl and Hephaeston.
I get why they were left out. I suppose at the time D&D was clearer in its intention as a fantasy game - despite the sci-fi trappings that persisted and even with Spelljammer in the mix.
Converted to old school Call of Cthulhu here.