Where I take the amazingly robust random monster generator from the rpg Maze Rats, roll up some keywords, and stat them for Knave. Monstrosity ensues.
Throne Moth HD 6, AD16, M 6, bite 2d6
Six-winged behemoths that grow to the size
of a small elephant. They can be found on the underside of the floating isles,
and only fly near the ground during feeding season. They are so named due to
the hardened cocoon they leave behind after its transformation that often bears
a striking resemblance to a large and ornate chair or throne.
Aggressive Camouflage - When threatened, it extends its
massive wings and rhythmically pulses and twitches in an effort to imitate the
infamous six-eyed Vaz-Demon.
Beacon Newts HD 1, AD11, M 9, bite 1d4-2
Salamanders that come in a variety of
vibrant oranges and reds and grow to the size of an ordinary housecat.
Harmless, for the most part, they sometimes dig up nega-crystals in search for
food along the Malarzine River. Their blood has a unique property in both its
bioluminescence and its sweet smell, which makes it natural prey for
river-foxes and herondrakes.
Vortex Boar HD 8, AD16, M 6, Voidtusk/Gore 2d6/3d8
These star-demons take the form of feral
boars. A view of swirling cosmos and dying stars takes the place of matted fur.
Their nova-colored hooves leave imprints of holes to another galaxy for a short
time, and ripple along the ground as if the earth itself was a pond in the
vastness of inky starspace.
Star Density - The Vortex Boar is so dense that
when it runs its bends space/time itself and loose objects are pulled in its
wake. Creatures in range must succeed a Strength save or be knocked prone and
pulled in as well.
Oxworm HD 3, AD11, M 10, charge 1d8
Large bovine-esque chordates are feature
slime-covered translucent skin covering strong corded muscles. They are
surprisingly quick for their size, sporting massive bundles of powerful
fast-twitch muscle fibers. They are quite durable and can fully regenerate the
entire length of their bodies after suffering heavy trauma, granted the head
remains intact.
Tunneling Charge - They can move twice as fast
underground through dirt or loosely packed material. Moving at full speed
towards a target while underground and bursting upwards from the earth they
deal double damage on a successful charge if they move their full
movement.
Cegadores HD 4, AD12, M 10, rod 1d3
Always found buzzing lackadaisically near
planar rifts, these coin-sized bundles of tesseracting non-euclidean geometric
shapes shimmer brightly as they float through the air. Because of their benign
yet bothersome nature, some of the locals refer to them as 'Blinding
Mosquitos', as they are dazzling to behold, but have a tendency to feed on
wide-eyed onlookers distracted by their ethereal form.
Sightdrain - Any creature who lay eyes upon them must
make a successful Constitution saving throw or be blinded for 1d6 rounds. If a
player stays blinded by Cegadores for 6 or more rounds in a single day, the
blinding lasts for 24 hours.
Ravage-Raccoons HD 6, AD13, M 10, bite/claw 1d8/1d8
Found in swamps and forest with a high
concentration of both magicules and sulfur-geysers, these ravenous beasts can
be quite troublesome. They usually have dark black to purple fur, contrasted
with long quills tipped with glowing beads that giveaway their magicmade
nature.
Illusory Flight - When surprised, glowing beads
project a bright flash of light and a dazzling illusion of the raccoon itself
taking flight into the forested canopy above, while the raccoon itself, having
shed its quills, dives into the underbrush. It takes about a week to regrow
these quills.
Note: These stats are compatible with most if not all OSR
games. If you'd like to convert them to something like, say Dungeons &
Dragons 5e, you can check out this great tool by Stan Shinn for converting 1e /
OSR monsters to 5e here. For an
example, the Vortex Boar might look like this in 5e:
Vortex Boar HP 8d8+10 (46 avg), AC 17, To-Hit
+8, Voidtusk 2d6+4, Gore 3d8+4 damage
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