Thursday, October 31, 2024

New Monster: The Schreckenkatzen

Hell-Cat
Spooky cat by Evlyn Moreau

Also known as a Cait-Scairde, the Schreckenkatzen is a lesser demon of hell which roams the dark places of the world, causing mischief, knocking over jars, stealing food, and devouring solitary travellers who they meet on lonely roads. While it may not be itself sighted often in the places it haunts, its presence is known through claw-scratches upon the doors of temples, hideous night-yowling, and the acrid scent of its oily vomitus spewed upon graveyards and other sacred places it seeks to defile. 

Armour Class: 3 [16]
Hit Dice: 6**
Attacks: 4 x claws (1d4) or vomit flames (3d6 + oil)
THAC0: 14 [+5]
Movement: 240' (80')
Saving Throws: D6 W7 P8 B8 S10 (10)
Morale: 5
Alignment: Chaotic
XP: 850
Number Appearing: 1 (1)
Treasure Type: I
  • Size and Reach: More liquid than even mundane cats, the Schreckenkatzen can fit through holes a mere 3" wide, but can also reach up to 10ft away with its claws.
  • Mundane Damage Immunity: Can only by harmed by magical attacks or weapons coated in silver.
  • Invisibility: When alone, or within an area of darkness, may become invisible (as the spell). May speak, interact with unattended objects or make a single claw attack without ending the invisibility. Rendered visible if damaged.
  • Disguise: May change appearance to resemble a normal black housecat, with the same conditions as Invisibility.
  • Purring Voice: Can attempt to charm any person who hears its voice. Targets must save vs spells or treat the Schreckenkatzen as they would a normal housecat. 
  • Fiery Hiss: Flare of yellow-green fire from its eyes and mouth causes fear (as the spell) in a 120' cone at will.
  • Coughing up Fire: Vomit up eerie yellow-green flames in a 90' long cone (save vs breath for half). Area covered with burning oil for 1d4 rounds after. 1/day, also recharges they eat a person.
  • Plays: Stalks victims and waits until an opportunity to strike. Captures unconscious victims to torment them later.
  • Catcher of Shadows: Any person of 2HD or more that the Schreckenkatzen kills whose remains are left unblessed by the next sunset becomes a Shadow in its entourage. Burning obviates this effect.
  • Lair: Also contains 1d4-1 Shadows. 




Sunday, July 14, 2024

New Monster: Steel Snails


(Picture from a post on Britain in detail: quirk, charm and craft in the built environment on facebook.)

 Steel Snail

A swarm of small, metallic snails that consume metals. Despite their name, their bodies usually resemble some patchy iron, but their actual composition depends on the specific metals they've been feeding on. They implacably slither towards any metal they scent, whether worn, held, or unattended.

They exude heat from small furnaces within their shells (where they digest the metals), which a whole swarm may release at once in response to danger (the equivalent to a heat metal spell applied to anyone within 10 feet of the swarm). They may do this once per day. 

A swarm that inhabits an area for a long time will gradually coat surfaces in a metallic patina with their slime trails. Fanciful tales from the East have wizards feeding them diets of precious metals to gild sculptures and scrolls with unique alloys. (And providing a smokeless source of heat.)

Given their composition and behaviour, most sages ascribe their origins to one of the paraelemental planes of existence, although this has not been satisfactorily proven in the Collegia Magna and a significant minority assume them to be sorcerous constructs. 



Armour Class: 5 [14]

Hit Dice: 2 to 4 (9 / 13 / 18hp)

Attacks: Special

THAC0: NA

Movement: 5’ (1’)

Saving Throws: D13 W15 P16 B17 S18 (NH)

Morale: 12

Alignment: Neutral

XP: 20 / 35 / 75

Number Appearing: 1 (1d3)

Treasure Type: Special

Size: 10’ × 10’ area, typically.

  • Immunity: Unaffected by sleep spells or damage from fire. Intense cold slows them as the spell. 
  • Swarm attack: Anyone wearing or carrying a metal object within the swarm must make a Save vs. Petrification. If they fail, they automatically take damage — 2hp if wearing armour, 4hp without — and the snails latch onto them, doing damage automatically while still attached. This damage is magical.
  • Heat Vent: Once per day, may vent heat en masse: as heat metal applied to everyone within 10 ft of the swarm. 
  • Consume Metals: Metals left in the swarm’s area over time will be consumed by the swarm, with small objects (e.g. thieves’ tools) consumed within 1 turn and any armour or swords consumed entirely within 1d6 hours. Magic items may save to resist as with Rust Monsters. 
  • Escaping: On exiting the swarm, characters continue to suffer half damage until a round is spent swatting off attached snails.
  • Pursuit: Snail swarms that scent metal within 60 ft will pursue it relentlessly.
  • Raw Materials: The snails’ value as metals depends on the metals they were consuming, but an “average” swarm is worth GP equal to its HP.


Friday, January 5, 2024

Free Hexmap Templates

Hey, with the #hexplore stuff going on I figured I should clean up and post some hexmap templates I've had sitting around for a while:


If there's any hexmap templates (or variations on existing ones) you'd like to see added, please let me know!

New Monster: The Schreckenkatzen

Spooky cat by Evlyn Moreau Also known as a Cait-Scairde , the Schreckenkatzen is a lesser demon of hell which roams the dark places of the w...