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Tuesday, January 3, 2023

DMR2 Creature Catalog - P, R: Pachydermion to Roper + Phygorax, Possession, Reflecter.

Pachydermion.

Elephant people. 

Very strong and can triple wield (two swords and a mace in the trunk). Never forget anything (so don't have/need a written culture). Can have spell-casters up to 12th level.

You're probably expected to give them African or Indian cultural trappings depending on where you place them.

Make them shaggy mammoth/mastodon people with spears and axes, or have them as lone sages of a dying race, each sole repository of vast knowledge that would otherwise be lost. 

Or paint them psychedelic and give them psionics, shift them into the astral/ethereal/limbo planes and make them the new analogue for Gith (yanki/zerai, either or both) - I think this has possibilities.

Pegataur.

Winged Elf Centaurs. And that Elf bit is really only for the Fighter/Magic User synergy - these are beefy fellows, though that could be modified if a more delicate image appeals.

As written, they're mercenaries who can be hired by anyone (my emphasis). They need money and respect, and I think that makes them wonderfully, unexpectedly grey for what should so obviously be paragons of goodness - like Gygaxian Cavalier-Paladins.

As they specifically train in BECMI Weapon Mastery they could serve as Chiron-like sponsors/teachers of heroes rather than just spell-casting flying cavalry. Options are longbow, lance, two-handed sword, and mace.

2e eliminates those purely mercenary tendencies by stating that they won't serve evil employers. Making them less interesting.

Phanaton.

Within the context of X1 Isle of Dread, I really like them - hang-gliding halfling-monkey-racoons that team up with Dryads and Treants to fight the Aranea.

Taken from that context, I start to get a more Zoog-y vibe from them, and their 1-1 HD tribal humanoid stats can look more like a Goblin than a Halfling, if you know what I mean. They can definitely sit amongst the other ambivalent 'little people' on the edges of human habitation.

They're Lawful in CC, Chaotic Good in 2e, but I've never met an Alignment I wouldn't cheerfully disregard.

Phantom, Lesser.

Another not-undead that's basically some kind of a ghost. This one's possibly an elemental, because it's made of mist. Feeds on the fear generated by leading you into danger, having taken on a harmless/pathetic appearance and/or used its ability to fly/walk on water to have you follow it into quicksand etc.

Can also turn invisible at will, and cast confusion, hallucinatory terrain and phantasmal force 1/day each. Tries to escape once you pull things together to resist it, but can bash you for d4 hp in extremis.

Unrelated to the BECMI Phantom (high-level undead), or the AD&D monster from MM2.

Because it's a ghost, I like it, and would add its stats and abilities to the suite available for haunting spirits.

Piranha Bird.

Lesser and Greater, both types are always hungry for fresh meat. They're brightly coloured, have infravision and do not like bright sunlight (prefer the dimmest woods and underground) - a perfect lair-share monster for Cynidiceans, I think.

For whatever reason, they're no longer really birds when they transfer to 2e and wouldn't look out of place in Dark Sun because of it.

Flock/swarm mechanic for the Lesser Piranha Bird; similar to that of the Raven & Crow (see below).

Change the Flying Move for Swimming and these also serve as Piranhas.

Polymar.

A non-magical polymorph monster that can change into any creature of up to 10 HD, or any object up to 100 cubic feet. Doesn't get special abilities with the new shape and can be spotted with the same likelihood of noticing a secret door.

Gets three attacks for d6 hp each, apparently unrelated to size, shape or number of extremities. We don't learn what it looks like when not transformed. 

Chaotic alignment, so baddies, but nothing on their habits or motives, so presumably 'just monsters'. One of two variations on the classic Mimic in the CC (see Scamille).

2e makes them telepathic and cooperative with each other, all taking shapes to fill out a scene. They reproduce by fission, and digest organic matter they engulf (including adventurers). A Lawful Neutral alignment adds another dimension to them, and makes me think that they form societies - even covertly living amongst humanoids as their furniture and domestic animals.

The Monster Man podcast links the Polymar to the Protein Polymorph (1e Fiend Folio) via Tom Moldvay as originator. Interestingly, there's also suggestion of it being The Thing (based on the short story rather than the at-the-time yet-to-be-released John Carpenter classic), though the Polymar doesn't have the same in-description malignancy as the Protein Polymorph.

Porcupine, Giant.

Not very different to the one in AD&D. 

It can shoot quills, so you could use the statblock as the basis for a Manticore variant or some sort of Cactus People.

Rakasta.

The Rakasta, as they were presented in X1 Isle of Dread, are an exception to my general indifference to cat-people (characters and monsters) - sabre-tooth tiger mounts and war claws worn over their natural ones. Might be just because they caught me at the right time.

As presented in X1. Good.

Mystaran Samurai Moon Cats and iterations thereafter might have lots of interesting stuff, but that would mean having to make an effort to overcome my mild aversion.

2e gives some details of their special code of honour.

Randara.

An evil being of legendary power

It would appear that the Randara is the BECMI/Mystara stand-in for the AD&D Rakshasa. Name changed because it was (almost) already taken by the Rakasta. 

There's no physical description for the Rakshasa in the MM, but that Trampier image of the pipe-smoking tiger-man was just too iconic. And of the Randara, its true appearance is unknown.

The Randara is approximately twice as powerful as the Rakshasa (HD and damage output), with spells as an 11th level Cleric (Rakshasa gets 3 MU levels and 1 Cleric), plus ESP and non-magical polymorph (Rakshasa uses illusion) at will, and charm person 1/day. It's immune to normal weapons and 1st to 3rd level spells; the Rakshasa gets immunity up to 8th level (meaning it is unaffected by any Cleric spells, I've just realised). Both take only half damage from magic weapons.

The 2e Randara casts its spells as an 11th level caster, which doesn't have much effect on charm person and ESP, and loses its Cleric spells. Is this a mistake corrected from CC or introduced in 2e? 

This later iteration also loses its hefty claw/claw/bite of 2-12 (x2)/3-18, causing damage as appropriate to the form it takes.

2e describes them tracking and researching a suitable member of a society for weeks in order to imitate and replace them, suggesting that their likeness is (near) perfect but mannerisms, habits and knowledge must be practiced diligently.

I'm not entirely sure the slight differences justify getting its own entry in 2e rather than it simply being a more powerful Rakshasa, but slight differences have always been enough to do so in D&D. It's a feature/quirk that suits the collecting/listing mindset that isn't rare in ttrpg folks.

In a similar way to the Herex, the Randara allows high-level parties to revisit lower level types of adventure; in this case, rooting out the Doppelganger.  

The Randara is a good template to build on for epic/legendary supernatural entities. With those Cleric spells and a Juggernaut, Wood, you've got a serviceable Baba Yaga equivalent. Bolt on a diet of blood, you've got Dracula etc, etc.

Raven & Crow.

Normal and Large (Giant?) varieties. Not much more to them.

Normal size have a swarm mechanic attack: 3-6 of them attack you for d6 hp, one attack per round per group as a quarter-HD monster with effective hp of 1-2 per bird. Doesn't specify if they keep that d6 attack to the bitter end or if they need a minimum surviving number.

Red Worm.

Immature Fyrsnaca, and an encounter with them indicates that an adult lies dormant in a body of water nearby. According to their illo, they look at lot more like the Purple Worms they're meant to be related to.

Otherwise, you can use them as standard burrowing monster worms. They have a poisonous bite (save or take double damage), and can burst out of the earth/rock to surprise you (50%).

2e gives them the added characteristic of skin that is almost transparent, revealing the veins and organs within.

Rhinoceros.

Normal and Woolly (Prehistoric) varieties. Here if you need them.

Lower HD but higher damage compared to the AD&D equivalents in the Monster Manual.

Rock Man.

Like the Geonid, there's some plausible ambiguity to the text as to whether the Rock Man is wholly mineral or partly organic: a strange creature whose skin has the appearance of granite. Though they crumble to pieces when killed, leaving behind a heart-shaped ruby (d10 x 10 gp value) - and they'll try to kill you if they find out you've got one.

Cone-shaped little fellas, they look like rocks when stood still and so surprise 1-4 on d6 (1-3 if you keep careful watch, 1-2 if you're a Dwarf). They are presumably stiff and slow, having Initiative penalties.

They're a little troll-like in their behaviour, demanding tolls of c. 500gp to pass through their territory.

In 2e, they get an Ent-y attitude to time and language, which is reasonable. They also get a significant damage boost by gaining 18/00 Exceptional Strength, which is also reasonable. Apparently have grey blood that can be used as building mortar, which I think is unnecessary but interesting. They have eyes that shine like gold nuggets - a nice little detail, because of the gruesome implications.

Roper.

Basically the same as the AD&D version, though with much lower Intelligence (4 compared to Exceptional) and the possibility of pretending to be trees in the wilderness as well as rocks in a cave.

5d6 damage vs. 5d4 in AD&D, too.

Grenadier miniature - the Writhing Crusher.
Off-brand Roper or possibly Zargon from B4 The Lost City.

I quite like the Roper in both iterations, animal intelligence ambush predator or hostile subterranean Cthulhuvian intellectual.

What Was Left Out - Phygorax, Possession, Reflecter.

Phygorax.

I am extremely disappointed to find this didn't make it any further than AC9: a beautiful... undead fish with level-draining spines, and you turn into one of them if it kills you (rising again in 1-6 days). It has 14 Intelligence and is Turned as a Vampire.

See - beautiful.

It uses ESP to select a victim, then creates an appropriate illusion, any touchable part of which is a deadly spine - you feel the energy drain, but the illusion adapts/reacts rather being dispelled. 

It's also pretty buff, with 8 HD, immunity to normal weapons, and being unaffected by spells up to 4th level.

I would love to know more - what's the living fish like, for a start? Energy drain, undead status and physical form aside, it's very much like the Rakshasa/Randara.

Possession.

Also known as sword spirits, these monsters are a pun on the double meaning of 'possession': an object owned, and being inhabited by a spirit.

A Possession is not restricted to swords, and can possess almost any object and animate it. So you get haunted suits of armour, self-activating magic items, and clothes that can attempt to smother and strangle you for d8 hp like something out of M.R. James. They can also attempt to take control of anyone handling the object, using the rules for special magical swords (with a Willpower of up to 27).

For me, this is a logical progression of the magic item/weapon sub-systems (much like the Huptzeen is) into monster form, with the added bonus of being of the realm of the dead and the spirits, and I feel a little cheated I never knew about it until now. I suppose because it is a monsterisation of a sub-system is why it didn't survive longer.

We also learn that the natural AC of a weapon is 2 (+7 for ascending), and wooden objects/normal clothes are AC 7 (+2).

Reflecter.

This is a weird one: mobile human statues of perfectly reflective silvery metal... rumoured to be from the far future. If you're able to open one up (implied to be a difficult task, requiring 5-50 additional hp damage post mortem), you find that they're a hard shell filled with brain-like material. 

After gathering up c. 100,000gp of treasure + min. 5 magic items, a group/lair of Reflecters will (folklorically rather than science-fictionally) gather at the next full moon and vanish (along with their loot) at midnight. They will track (50%) the theft of their magical treasures, but can be bought off (80%) with any book, map, or scroll (magical or otherwise) which seems overly exploitable.

Shiny robbing time-bastards.

Naked and unarmed, they zap you with lightning bolts for x4 their HD in otherwise flat damage. Mechanics for dodged/missed bolts to inadvertently hit something else. They can defensively wrestle with a Strength and Dexterity of 18 each, and immunity to stun and damage.

You need a min. +4 weapon to hit them, and only score 1 hp regardless. If you cast spells at them, the Reflecter is unaffected and the spell (if applicable) is reflected (do you see?) back at you. Making a wish will turn the Reflecter(s) vulnerable for 3 turns - though they will simply vanish within that time. This ability (if it is one) isn't detailed further. 

Because they may be time-travellers collecting magic items, you could see them as anti-Oards, and because of the brain-stuff, you could frame them as connected to Mind Flayers. There's definitely a whiff of Spelljammer about them, though that could be purely retrospective on my part.

Neutral alignment and Unknown Intelligence (with a suggested value of 15). Maybe a candidate for the ranks of the Neutral (evil) with Unratable Intelligence?

Looking at their habits and near invulnerability, I wonder if the main intention of the Reflecter was as a method of removing campaign upsetting magic items.



Monday, October 17, 2022

DMR2 Creature Catalog - A


Recently, I've started listening to the Monster Man podcast, which is about monsters, because monsters are great. 

He's right and that reminds me to try and break out of my blog-based doldrums with a long-postponed look at the Creature Catalog from 1993.

DMR2 Creature Catalog updates the 1986 AC9 Creature Catalogue, to complement the Rules Cyclopedia with all the bits of BECMI they wanted to keep. 

Both CCs cover a lot of monsters from existing modules and accessories. I had a passing familiarity with a fair slice already from their inclusion in the stats-only monster jam in the BECMI Master DM's book, and I realise retrospectively that CC has a lot in common with the 1e AD&D MM2 (which I went over back at the start of 2021): it brings together monsters from various scattered sources (inc. modules) and fills in a few gaps; both also expand on the encounter tables. 

AC9 was arranged by monster type, DMR2 alphabetically - making it an easier read. 

The CCs, especially DMR2, are effectively Mystara bestiaries, although they also provide some of the classic/generic AD&D monsters missing from BECMI. Some of the monsters survive into 2e AD&D, updated in the Mystara and Savage Coast supplements, but rarely expanded significantly.

These are personal takes, reflecting personal taste, and I tend downplay/outright ignore features such as Alignment, Intelligence, Number Appearing and Treasure Type - if they catch my eye this time round, I'll comment.

If you've read the MM2 posts, you'll have some idea about how I'll approach certain monsters, and that I'm an advocate of reskinning and transplanting mechanics.

* indicates the monster wasn't in the original AC9.

Amber Lotus Flower.

Lovely flowers that spray you with sleep pollen. Often in symbiosis with other plant monsters so they can all share in the decomposing adventurers.

An environmental hazard that can be cultivated by intelligent creatures for their own purposes. That you can attack and kill with weapons.

I'd make them as something that grows on some Undead - principally, Mummies and Zombies, or just replace with save vs. poison sleep spells that can beat the HD/hp limit through concentration/numbers,

Amoeba, Giant.

A 10 to 15 HD fried egg-looking ooze monster with an acidic touch. Implied auto-surprise without going into mechanical details. Attacks by enveloping victims, also no mechanics.

Just use the abilities of other oozes, slimes and jellies, or any other suitable mechanics.

Animal, Prehistoric.

Baluchitherium, Giant Elk, Grangeri, Hyenodon, Megatherium, Phororachos and Titanothere.

None of them even have any special abilities, and the Phororachos is yet another 3 HD flightless bird. The vernacular name of sword beak so maybe that there's something to play with as a pun-monster along with the Axe Beak and Club Nek.

Giant Elks could be Fomorian mounts/ beasts of burden, because I like the image.

1e MM versions:

  • Baluchitherium has more HD, scores more damage, and has better AC, but only just and that because of the 9 vs. 10 base AC difference between systems.
  • Hyena, Giant (Hyaenodon) is statistically the same.
  • Titanothere has worse AC and slightly more detailed and harder-hitting attacks.

Annelid, Great.*

25-50 HD and up to 2000' of segmented worm monster (compare with Leviathan, Desert & Marine). Eats the rock it burrows through. Being immune to heat and pressure damage also gives them a little bit of a sci-fi/alien fauna gloss. Of course it can swallow you whole.

It's apparently native to the Prime Plane, but it attracts Earth Elementals (and presumably similar extra-planars) by deception, paralyses them and then lays eggs in them.

Weird. 

Updated for 2e, there's more detail on what happens when it swallows you and acknowledgement of the wider range of prey-elementals.

Aranea.

Intelligent spell-casting spiders able to use tools with their handible-mandibles

Sparse description. Only details of their habits/society is that they spend most of their time in magical research.

Instantly likeable. They're updated to something like a Neutral Werespider Spidertaur in 2e, which is also pretty cool.

Archer Bush.

Basically a special ability that I'd use to make a Needleman if there wasn't already a Needleman. Or as an alternative for Porcupine and Manticore spines.

They're very slow moving and have a toothy maw. Presumably they shuffle over to your still-twitching corpse and gobble it up, or maybe you can try and satisfy them by throwing dead monster bits into their eating-holes - if you don't decide to reskin them as a variation on Shriekers and Violet Fungi.

Ash Crawler.

A kind of hog/rat that lives near fire (which it is protective of) and burrows cheerfully in the build-up of ash, mostly eating small animals. Basically, an almost-fire elemental badger or capybara. Has flaky grey shedding skin and natural fire resistance.

If provoked or otherwise on the attack, it locks its jaws after biting and make auto-hits with its claws until you inflict at least 5 hp damage against it. 

In its ashy lair, it gets a decent cover bonus to its AC and saves (something you should consider giving to aquatics vs. land-lubbers, if they don't already get it). The ash layer is described as being particularly deep, so adventurers would need to make a special effort to expose it (and I suppose you could also penalise them for kicking up hot dusty clouds along the way).

It's also got a prehensile tail for dragging you into/under the ash. Penalties to attack and AC, but no hit point loss or threat of suffocation.

One that I overlooked first time round, but really like now. 

Taking the elemental route, this is a supernatural/spirit being that dwells in the generational ashpits of Stone Age cultures - an ancestor of the cosy hearth spirits to come. Reskinned, you've got the thing out of the Death Star trash compactor if you prefer. Would also transplant well to Athas, with or without psionics. Or in a quasi-realistic fantasy ecology, it would probably be found in dragon lairs.

It's got Bugbear equivalent stats, but is basically a Giant Rat so you could stat it downwards, particularly for inclusion in lower level games. Use the inimitable Giant Shrew for a more horrific challenge, leaping screeching at your throat from beneath the shifting ash and clinker.

Survives into 2e, but its bite goes from 2d4 to 1d2 and we get some details about making its hide into fire-resistant leather armour. 

Or we could meet myth and science in the middle and declare the Ash Crawler's hide to be a form of asbestos, with the hazards that go along with that.

What Was Left Out - Agarat.

Non-paralysing Ghoul with a scream attack that temporarily drains your levels.

Can't think of any particular reason why this was dropped, unless it was that howling/screaming Ghouls was thought to be distinctively a Glorantha/RQ thing. 

However, it is given another chance in 2e, gaining a double-strength Greater variant as leader types.

The temporary energy drain is an interesting idea, as you don't know that it is at first.