Tuesday, October 18, 2022

DMR2 Creature Catalog - B to C.

Note: I don't have personal familiarity with the in-game origin of all the monsters, so I'll largely pass over that. A surprisingly significant number appeared in the early X modules Isle of Dread and Castle Amber, and there are numerous contributions from the Mystara Gazetteer and Creature Crucible ranges (though whether these were first appearances, I don't know).

Reminder that * indicates the monster is new to DMR2, wherever it started out from.

Baldandar*.

Protean entity from German literature via Borges' Book of Imaginary Beings (wherein also the Peryton).

For the game, it's an evil humanoid with sleep poison claws/fangs and considerable powers of illusion. Often masquerades as a Dragon or Magic-User. Can also shapechange (you and it) and possess (magic jar), as well as fly and turn invisible.

A good stand-in for all manner of villainous enchanters, including the Oni.

With females that get hormonal when child-bearing/rearing and shift alignment from Evil to Neutral in 2e.

Banshee, Lesser.

These are your basic banshee. Their signature wail causes damage rather than kills outright. Described as haunting families and warning/mourning deaths.

That they are not necessarily the spirit of the deceased they look like, nor that the deceased is restless in their grave, appeals to me.

It says that they're not undead (in AC9 it's under Monsters and Other Fantastical Creatures), but who are they really fooling?  They're even immune to sleep, charm, and hold, and they don't have anything much of the faerie tradition about them, either.

Apart from the differing ideas of various creators, I wonder if there was a desire/need for undead-a-likes in game that RAW wouldn't TPK lower level parties, or that wouldn't just be wiped away by clerical Turning before they got to show off their cool abilities.

Bargda.

Diseased, misshapen, goat-headed ogre/troll/giants with iron-shod clubs. Hate everyone except for monstrous humanoids that they lead on raids. Antagonists. Villains. Bosses. Chaos monsters out of Warhammer (Nurglesque, even) and RQ.

Mechanics for the Dexterity-sapping disease their bite carries.

2e makes it clear that they are actually suffering from the disease they carry, as well as having no digestive enzymes of their own - and needing to infect food with the disease in order to feed themselves! 

This is cool and creepy, and would be worth giving to someone/thing else if you didn't want to use the Bargda RAW.

DMR2 specifies that they are not found in Lost World areas, so make the Bargda grumpy, misanthropic and overall Neutral, and frame them as the unfortunate (doomed and dying) protectors/shepherds of those very Lost Worlds and all the monsters therein.

Beetle, Earthquake.

AC -6 (+15 AAC) and 40 HD, this is approximately the Jinshin-Mushi of Japanese folklore scaled up to Tarrasque-tier threat.

Head of a Black Dragon, beetle body, spider legs. Causes an earthquake (@ 25th level - but this is BECMI/RC) wherever it goes burrowing. Only uses its breath weapon once a week and when it's at half hp, but that's still a possible 160 points of acid damage.

It regenerates 3 hp per day.

Looking at daily regeneration and weekly breath weapon, I'd use the Earthquake Beetle as a Colossal foe (using On the Shoulders of Colossus, for example, or do a quick search of the blogs for something) and make a whole adventure about tracking, diverting, harrying and only maybe about actually killing it. 

If it comes up as a random encounter, use it to reshape the campaign rather than as a TPK. This kind of monster I don't think is very interesting to go at just with spells and swords.

Beholder, Aquatic.

Local/system variant of the Eye of the Deep and has 13 HD vs. 10-12 and a 2d10 vs. 1d6 bite, as well as giving actual numbers to disable its eyes. Its dazzling eye attack paralyses rather than stuns, and its eyestalks cast charm person and hold monster, rather than both hold spells.

Regrows lost eyes in d4 days vs. 1 week for the Eye of the Deep.

Just use the Eye of the Deep if you want to keep 2e canon, though I think its charm ability opens up more interesting possibilities.

Bhut.

In Hinduism, a restless and usually malevolent ghost; in either CC, it's another of those 'not undead even though it clearly is'. Even in 2e, they are still hazily classified as being 'a bit like' lycanthropes and undead.

One of the better illos in the CC, imo.

My comment above (Banshee, Lesser) re. summary execution of unused interesting undead by Clerics probably applies here - cannot be Turned, but have all undead immunities as well as being very stealthy and difficult to hear.

A bit like the Rakshasa (MM), they are vulnerable to blessed weapons, and their habits are similar to the Huecuva's (masquerade as normal folks, then get all monstrous and bitey after dark). They even have an aura that spoils detect and know spells.

Extra points for a freezing bite that causes numbness.

Brain Collector.

From my initial exposure to the Brain Collector via the bare stats in the BECMI Master DM's monster jam, I imagined it as a local/system variant of the Mind Flayer with logical adjustments for a system without psionics. 

While it works well enough as an eldritch horror (extra-planar crab with tentacles and brain removal habits), it could also work as a gruesome speciality Magic-User (NPC only, or not).

Ugly-looking spud from 2e Mystara

It stores stolen brains in internal cranial pockets, causing its head to bulge up in lumps. This would be quite an evocative image for a more humanoid Mind Flayer variation, and possibly you'd want to mechanically account for attacking the brain-pods (first hit on a nat 20, followed by Called Shot or something).

Obviously, could be reskinned as Mi-Go. Or as a brain-swallowing Beholder-kin.

2e further defines their alienness: they do not have hostile intentions as such but they don't see humans etc. as anything more than receptacles from which brains can be extracted.

Brownie*.

There's no mechanics in what is one of the longer descriptions in the book - though it's mainly a recapitulation of what you'd possibly already know from folklore and fairy-tales.

The CC Brownie only gets invisibility compared to the 1e MM Brownie's spell-list of seven, only one of which is not shared between AD&D and BECMI/RC.

Brownie, Redcap*.

A similar amount of text as the other Brownie, but more in the way of practical info for getting into scraps with it.

Suitably faerie and folkloric enough for me - wouldn't be so out of place in DragonWarriors

Cat, Great.

Bekkah, Cheetah, Jaguar, Lynx, Spotted Lion and Wildcat. 

While there are some special abilities to tell them apart (Bekkah's roar, Cheetah's movement rate, general rake attacks and surprise), I'm tempted to say Just Use Bears, or the Great Cats or the Wolf from the Basic set/RC as templates.

The Bekkah is a giant black panther with 12 HD and a terrifying roar (a bit like the Androsphinx and the Dragonne, of course). Beyond this, it's clearly your pulpy Man Eater/Jungle God monster - a cryptid, maybe, to challenge Great Hunters of All Hues and None (Nehwon Ghouls and Bone Men of Carcosa). Are they from something (I mean, other than possibly a module or magazine article)?

The CC Lynx is almost identical to the 1e MM Lynx, Giant, but lacks the Very Intelligent tag. Was it just a near-direct port, system to system, and lost the 'Giant' in transition?

There's a difference of 1 hit point between CC and 1e MM Jaguar, and 2 potential points of bite damage between the respective Spotted Lions.

The Wild Cat from 1e MM2 is a slightly more formidable beast than the CC version, but both are capable of slaying a 1st level character as per their reputation.

Cay Man.

Intelligent, 1' tall, 2 HD - otherwise unremarkable tribal humanoids.

Though I think their small size and comparable HD in relation to their much bigger Lizard Man cousins probably does merit a remark of some kind.

Chameleon Man.

They're more like Blink Men, being able to teleport up to 120' instantaneously and without embarrassing/fatal consequences. Can't attack in the same round as teleporting, but you could decide otherwise for your version; can't carry much weight either, so they don't wear armour.

7' tall, spindly, gangling and awkward with tiger-like stripes of red, blue, green, brown, orange, black and white. Which also aren't characteristics of chameleons, as far as I'm aware.

From the 1e Fiend Folio, looking to mix it up

Otherwise they're your standard D&D tribal humanoids, but they put me in mind of the Qullan from the Fiend Folio - probably because of their patterned skin - and I'd look at mashing the two together to come up with something.

I also think they'd make a good addition/alternative to the vari-hued inhabitants of Carcosa.

Chevall.

A Centaur that's a Werehorse that hates Wolves, opposes Werewolves and champions Horses. They're capable of injuring Werewolves in AD&D by dint of their 7 HD, and also by being 'silver/magic to hit' more generally.

Slight stat variations between forms, including Morale - which seems unintuitive to me.

They were an important faction in a Neolithic/Proto-Celtic campaign setting I started sketching in the distant past, though I can't remember many details.

I'd consider bringing them down to Centaur/Horse stats for inclusion in a lower powered game, or keep those stats and make them much rarer/more legendary.

Choker*.

A fairly bare stat block and no additional mechanics in the description, but this is one of my favourite monsters from the book - a spindly stretchy cartilaginous humanoid with a baby-sized body that strangles you and cuts you up to eat. 

Specifies it preys on Dwarfs (and, by logical extension, the other subterranean peoples) - it's originally from Dwarves of Rockhome, I think, with a charming/creepy illo by Stephen Fabian. 

In CC it has a movement rate Through Rock; while this is updated to Burrowing (combined with squeezing through small spaces) in 2e, you could choose to make the Choker more of an elemental, a ghost/undead, or have a rudimentary phasing ability (like the Vilstrak?).

RAW, it has 3 Intelligence, but I think of them as being closer to Human-level. Also, check out the inhabitants/antagonists of The Broadsword by Laird Barron for something horrible that could be developed from the base creature. 

Coltpixy*.

Size-changing faerie horse, able to turn invisible

I don't need a separate monster entry to tell me this, could have just been a paragraph in Tall Tales of the Wee Folk or any of the entries of the faerie folk that might ride them.

In 2e, it gets an Elf-like resistance to sleep and charm. Fair enough.

Crone of Chaos.

It's got a bit of an uninspiring name - you could call it Junior Hag, in the right setting. It puts me in mind of the monsters submitted to Out of the Pit in Warlock magazine, having the scent of juvenilia about it - though I mean that as an observation rather than a criticism (and notwithstanding the imagination of various grown-ass men down the years and editions).

Usually encountered disguised by an illusion. Tends towards the sylvan humanoid beauty model, and the text could imply this is the extent of its illusory ability, but why not a pile of treasure or a particularly tempting roast beef sandwich?

It can sustain the illusion while it's attacking (once per round), either by using animal control (no-save control of d6 normal or giant animals; it isn't specified if this is only for that round or until dispelled) or daggers of sorcery (d6 ghostly flying daggers that attack as 1 HD monsters for normal damage + weakness, and can be attacked by characters in turn - again, it isn't specified if this is only for that round, or if this is cumulative - resulting in vast swarms of daggers).

It's spell-like abilities are natural powers (including the one with Sorcery in the title), but can be detected and dispelled like magic. This feels a bit pointless and makes me wonder if there is a prototype for this monster, possibly in another system, from (science) fiction or using psionics - does anyone out there know?

Apart from a brief physical description (it's a crone), there's not much non-mechanical detail in the text - which makes it easier to think on how the abilities could transfer. 

In 2e, we learn that they procreate with, then devour male humanoids. They can have male and female offspring; the former are devoured, the latter are abandoned and it's hoped that they'll be brought up as changelings. Not terribly original, but planting them firmly in the faerie/folklore realm.

Reskin as non-crones - sylvan and aquatic protector/predator; specialist Magic User NPC; rogue AI/security bot. Those daggers could be anything you like, even living things. Options for 'male crones' that survive mum's appetite.

Cryion.

These are the Tran from Alan Dean Foster's Icerigger (1976), though their fantasy-dress is chiropteran/  noctillionine/ pteropine rather than feline. Claws adapted to work as ice-skates, aided by wings-as-sails.

The Tran inhabit an entirely frozen planet, while the Cryion dwell in your fantasy world, so use seasonally frozen waterways as much as any plains of ice.

There's some detail on their nomadic society, based around groups of 10-40 (called mnelds and there are no other made-up words in the entry, which seems like a missed opportunity for naming various arche- and sub-types), and great gatherings every 3 years. Otherwise, they're another fantasy tribal humanoid - so shamans, 1st to 5th level.

Despite my enjoyment of the novel, and frosty wastes being one of my favourite settings, I'm Neutral Indifferent towards Cryions.

I like the illo.


2 comments:

  1. I ended up tackling a few of these in my Monster Classes! I've always had a soft spot for the Creature Catalog :) https://blog.d4caltrops.com/2021/11/monster-character-class-options.html

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    Replies
    1. Cool - glad to see the Living Statues in there; I've a particular soft spot for them (not that they'd necessarily understand the metaphor - until they'd made the appropriate lethal impact).

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