Showing posts with label Fighting Fantasy. Show all posts
Showing posts with label Fighting Fantasy. Show all posts

Saturday, 26 February 2022

Monsters of Fighting Fantasy: Caverns of the Snow Witch

 Caverns of the Snow Witch is the 9th in the Fighting Fantasy adventure game book series, written by Ian Livingstone and distinctively illustrated by Gary Ward and Edward Crosby. As the title suggests, the action takes place mostly in a cold mountainous environment, with quite a few cold-dwelling monsters. 

Banshee Ghoul 

NameBanshee Ghoul
Armor Class2
Hit Dice (Avg hp)10+10**
Movement90’
No Attacks2 claws/1 bite
THAC09
Damage1d8/1d8/1d8 
No Enc1d4
Save asF`0
Morale10
AlignmentChaotic
TreasureD
Size/TypeMedium Undead
Intelligence12 (very)
XP value2300
The Banshee Ghoul has similarities to the true Banshee (see the Companion Set), but is a different sort of undead. The banshee ghoul can be easily recognised by its single nostril and single sharp tooth. When first encountered a Banshee Ghoul will start wailing but won't attack immediately. Anyone within 60' hearing the wail must save vs spells or become overcome with fear and attempt to flee. This is also the banshee ghoul's cue to attack. Anyone attacked while under the influence of the banshee ghoul's fear can fight back but at -2 to hit and damage due to panic and fear-induced weakness. Although anyone affected can try to save vs spells every round, the banshee ghoul will continue wailing while in combat, requiring a new save for those currently unaffected by the fear.  Magical silence (such as a cleric's Silence 15' radius) is very effective at neutralising the banshee ghoul's wail. 
Banshee ghouls are immune to normal weapons (+1 or better magic weapons needed to hit) as well as the usual undead immunities (including poison, disease, death magic, Sleep & Charm spells). 
Banshee ghouls are believed to be created when an evil woman dies of grief or heartbreak though some particularly chaotic clerics may also know of spells to create them. 

Bird-man 

NameBird-man
Armor Class6
Hit Dice (Avg hp)4+4 (22hp)
Movement90’/Fly 180'
No Attacks4 claws 
THAC015
Damage1d6/1d6/1d6/1d6
No Enc3d8
Save asF5
Morale8
AlignmentNeutral or Chaotic
TreasureC
Size/TypeMedium Humanoid
Intelligence12 (very)
XP value125
Bird-men dwell in mountains and steep hills and are omnivorous, feeding on animals, fruit, seeds and insects. Most tribes of bird-men leave other humanoids alone, and usually fly away if approached. But some tribes have become chaotic predatory man-eaters, hunting and killing lone travellers. If attacking, a birdman will try to dive from a distance of 60' onto their prey. This means they can only attack with their hind talons but they get +2 to hit and do double damage (2d6 per talon attack) in the first round as they slam into their prey. Furthermore, a successful dive attack will knock their opponent prone. 
Bird-men live in flocks of up to 24 strong and nest in groups on rocky outcrops and tops of cliffs. They have no serious need for treasure but like magpies they like shiny trinkets and will decorate their lairs with sparkling coins, jewelry and gems. A bird-man's hands are dextrous enough to use tools and they can construct simple things, but they eschew weapons, preferring their natural talons. 
In Mystara bird-men are found in the highest mountains of Brun, including the Altan Tepes and the Amsorak mountains though they are few and far between. 


Crystal Warrior 

NameCrystal Warrior
Armor Class3
Hit Dice (Avg hp)8* (36hp)
Movement60’
No Attacks1 weapon
THAC012
Damage3d6
No Enc1
Save asF4
Morale12
AlignmentUnaligned
Treasurenone
Size/TypeLarge Construct
Intelligence1 (animal)
XP value1200
Crystal Warriors are constructs perhaps related to crystal living statues (from the Basic set). They appear as humanoids carved out of clear quartz and like golems and other constructs they are often left to guard areas of importance - although the crystal guardian will not have treasure of its own, it may well be left to guard the treasure of its creator. A crystal warrior will obey the orders of its creator, though this needs to be simple and clear as crystal warriors are not good at discretion or understanding the intent behind a command. 
Crystal warriors are formidable in combat, attacking with razor-sharp crystalline weapons. They are immune to sharp and pointed weapons such as swords, spears and axes - only blunt bludgeoning weapons such as hammers and maces can harm them. Even then the weapon must be of +2 or greater enchantment. Crystal warriors are immune to fire, acid and cold but are still vulnerable to lightning and electrical attacks. As a construct, a crystal warrior is immune to disease, poison, death magic and mind-affecting spells. They are also fearless and fight to the last unless specifically instructed to stop. 
The method of creating crystal warriors is not widely known, and is believed to have originated in Alphatia where an archmage created a squadron of them to guard his mansion and gardens. 

Ice Demon

NameIce Demon
Armor Class2
Hit Dice (Avg hp)14+4* (67hp)
Movement120’, fly 180'
No Attacks2 fists or breath
THAC08
Damage2d6/2d6 + stun or 4d10 + paralysis
No Enc1
Save asF15
Morale10
AlignmentChaotic
TreasureD
Size/TypeHuge Outsider
Intelligence15 (High)
XP value2300
Ice demons are among the most powerful of lesser demons, and usually dwell in Noreesis Vale, a particularly frigid Plane of Chaos, though they sometimes deign to visit the Material Plane to lord over pathetic chaos-worshipping mortals. They are rivals with Fire Demons and the two will often attack each other on sight. 
In combat Ice Demons can punch opponents with their mighty fists. Anyone hit by an ice demon's fist must save vs paralysis or be stunned for 1d4 rounds from a combination of concussion and cold shock. Every other round an ice demon may use its breath weapon, a cone of cold that extends from the ice demon's mouth out to 30' and is 20' wide at the end. Anyone in that area must save vs dragon breath or suffer 4d10 cold damage and be paralysed by cold for 1d4 rounds. Ice demons have massive bat-like wings and can fly if necessary. 
Ice demons are immune to normal weapons and require +1 or better magic weapons to hit. They are also immune to poison, disease and cold damage. Ice demons speak Common and Demonic but can also communicate via telepathy with any intelligent being. 


Night Stalker

NameNight Stalker
Armor Class5
Hit Dice (Avg hp)6 (27hp)
Movement120’
No Attacks2 claws/1 bite 
THAC014
Damage1d4/1d4/2d8 
No Enc1d8
Save asF6
Morale8
AlignmentChaotic
TreasureC
Size/TypeMedium Humanoid
Intelligence10 (Average)
XP value275
Night stalkers are predatory humanoids that are particularly frightening and ghoulish. They prefer to operate in darkness, so are often found in dungeons and caverns, or else at night in borderland areas. They disguise themselves with robes and carry a lantern and from a distance appear to be human - this is part of the night stalker's ruse to lure prey close. Once a humanoid comes close enough the night stalker throws back the hood on its robe to reveal its hideous face - any humanoid in 10' must save vs Spells or be stunned for 1d4 rounds during which the night stalker will attack and try to kill its prey before it can defend itself or flee. 


Tusked Yeti

NameTusked Yeti
Armor Class6
Hit Dice (Avg hp)10+10* (55hp)
Movement120’
No Attacks2 claws/1 bite 
THAC09
Damage2d4/2d4/3d6 
No Enc1d8
Save asF5
Morale9
AlignmentUnaligned
TreasureD
Size/TypeLarge magical beast
Intelligence3-4 (semi-)
XP value900
Tusked yeti are arctic predators, with features of ape and bear all rolled into one body with shaggy white fur. They are capable ambushers and will sometimes burrow under the snow, bursting out when unsuspecting prey wanders by, surprising most creatures on 1-4 on d6. 
Tusked yeti are immune to all cold damage. 
They are sometimes found as pets of either frost giants or white dragons and are known to inhabit the wilder parts of Norwold. .


Sunday, 23 January 2022

Monsters of Fighting Fantasy: Island of the Lizard King

Island of the Lizard King is the seventh in the Fighting Fantasy series and is set on a tropical island where the main foes are, as the title suggests, lizardmen. A lot of these foes seem suited to the Serpent Peninsula and Thanigoth archipelago. In my own notes on X6: Quagmire I have suggested that the lizardmen threatening the city are part of a larger force of lizardfolk and other cold-blooded races. 

There are some monsters from this book that I am not giving stat blocks to because I think they are better fitted by existing monster stats. For the Lizard King himself, I would use the lizard king stats from 1E AD&D Fiend Folio. For the black lion (the pet that accompanies the lizard king) I would use stats for a sabertooth tiger. 

Grannit 

Name Grannit
Armor Class3
Hit Dice (Avg hp) 2+2 (11hp)
Movement 60’/30’ burrow
No Attacks 1 bite
THAC0 17
Damage1d6
No Enc 1d10
Save as F2
Morale 8
Alignment Unaligned
TreasureNone
Size/Type Small Vermin
Intelligence3 (animal)
XP value 25
Grannits are small but vicious underground predators found in cave systems. They scuttle around in groups and although their mouths are not particularly large, they can chew their way through soft stone. Their carapaces, particularly over their torsos, are remarkably tough, as if made of stone. They are also well camouflaged, and opponents  entering the grannits area are surprised on 1-4 in 6. 

Gonchong

Name Gonchong
Armor Class 7
Hit Dice (Avg hp) 1* (4hp)
Movement 90’
No Attacks 1 proboscis
THAC0 17
Damage1
No Enc 1
Save as MU 1
Morale 8
AlignmentChaotic
TreasureAs host
Size/Type Tiny magical beast
Intelligence14 (Highly)
XP value 50
These symbiotic parasites attach themselves to the scalps of powerful predators to feed on their blood and cerebral fluids. They insert a proboscis into the skull, both to draw on brain fluids and also to control their hosts' minds. This would be horrible enough but the gonchong also gives the host extra strength and stamina to become better killers so as to feed itself and therefore feed the gonchong. The host must be a living creature with a discernible brain and head. Once attached the host only partially retains its mind - the gonchong can override any thoughts or decisions the host has. In return the host gets +2 to all damage rolls as the gonchong's steroid-like hormones enhance the hosts' muscles, and also the host gets +2 hp per hit dice, so a lizardman that normally has 2+1 HD and does 2-7 damage would have 2+5 HD and do 4-9 (1d6+3)  damage if a gonchong were attached to it. 
If detached from the host, the gonchong scuttles about on its legs like a large bony tick, trying to attach itself to a new host. It will make a normal attack but if it rolls a 18-20 (natural 20 needed if the opponent is wearing a metal helmet - a natural 20 by the gonchong means it has knocked off or got underneath the helmet) it has jumped onto the opponent and successfully attached itself to the scalp with its proboscis. Any PC under the influence of a gonchong is considered an NPC to be controlled by the DM (in the role of the gonchong). 
Removing a gonchong from an incapacitated host (the gonchong will not let the host allow itself to be rid of it - the gonchong commands the host to protect it at all costs, including the hosts' life) requires the use of a Charm Monster spell (or similar mind control) on the gonchong to persuade it to let go  of the host willingly. Any attempt to forcibly remove it and it will swirl its proboscis around the host's brain, automatically killing the host before it detaches itself and tries to find a new host (possibly whoever is trying to remove it). 
Gonchongs are intelligent, vicious, mean creatures that can be deliberately cruel to their hosts, forcing them to hurt loved ones or destroy treasured possessions. Any decent creature that knows of gonchongs will try to destroy them on sight.

Hill Troll 

Name Hill Troll
Armor Class6
Hit Dice (Avg hp) 8+4* (40hp)
Movement 90’
No Attacks 2 fists
THAC0 12
Damage1d8+2/1d8+2
No Enc 1d4
Save as F8
Morale 10
Alignment Chaotic
TreasureE
Size/Type Huge Giant
Intelligence7 (low)
XP value 1200
Hill trolls are believed to be hybrids between trolls and hill giants. They are not smart but they are very tough and strong, capable of ripping a man limb from limb. Their troll heritage means that once injured they begin to regenerate at +1 hp per round - slower than normal trolls but they can still come back from apparent death unless they are burnt with fire or acid (like normal trolls both of these prevent regeneration). Although not as skilled at boulder throwing as hill giants, a hill troll can pick up and fling rocks at opponents up to 100' range, causing 2d6 damage if it hits. Hill trolls can usually speak a rough version of giantish, and although they are usually loners they can sometimes be found among hill giants. Trolls, even their parent, hate and reject them. Strangely enough, although they are hybrids of two separate species, hill trolls can breed. 

Razorjaw 

Name young Razorjawadult Razorjaw
Armor Class 7 7
Hit Dice (Avg hp) 3+3 (17hp)10+10 (55hp)
Movement 90’/30’ burrow90’/30’ burrow
No Attacks 1 bite1 bite
THAC0 1610
Damage1d6+13d6
No Enc 1d81
Save as F2F5
Morale 88
Alignment UnalignedUnaligned
TreasureNoneNone
Size/Type Medium VerminHuge Vermin
Intelligence1 (non)1 (non)
XP value 50900
Razorjaws are large red and black wormlike invertebrates, the young are about 20' long and 1' wide while the adults are much larger. They reproduce asexually and an adult can lay a batch of eggs every year, usually in a hot, volcanic area. Razorjaws are immune to heat and fire and the young take advantage of this to hide in volcanic areas that larger predators may be reluctant to enter and their bright red and black colouration acts as a sort of camouflage. Razorjaws have a special lunge attack - on their first attack in combat a razorjaw will throw itself at an opponent's face or throat. This attack is at +2 to hit and does double damage on a successful hit. Razorjaws are themselves omnivorous predators and will attack any creature smaller than them as well as plant matter if flesh is not available. 

Slime Sucker

Name Slime Sucket
Armor Class 7
Hit Dice (Avg hp) 8 (36 hp)
Movement 120’/60’ swim
No Attacks 2 tentacles
THAC0 12
Damage1d8/1d8 + grasp
No Enc 1d3
Save as F4
Morale 8
Alignment Unaligned
TreasureNone
Size/Type Large Vermin
Intelligence1 (non)
XP value 650
Slime suckers are primordial creatures perhaps related to squid and octopi - certainly their tentacles are similar, though slime suckers only have 6 of them - 4 for walking and 2 for grabbing prey. Slime suckers live in swamps, marshes and estuaries and are completely amphibious, breathing air and water with equal ease. They attack with their two front tentacles. If both tentacles hit the same opponent and it is smaller than the slime sucker (man-sized or less) it lifts the target up to its maw to bite it at +4 to hit (THAC0 8) and 2d4+2 damage.  The slime sucker may either hold onto the opponent to bite it again next round or drop it to attack another opponent. 

Two-headed Lizardman 

Name Two-Headed Lizardman
Armor Class5
Hit Dice (Avg hp) 4+2 (20hp)
Movement 90’/60’ swim
No Attacks 2 weapons/2 bites
THAC0 16
Damage1d6+1/1d6+1/1d4/1d4
No Enc 1d8
Save as F4
Morale 10
Alignment Chaotic
TreasureS
Size/Type Medium Humanoid
Intelligence6-8 (low)
XP value 125
These mutant horrors are derived from normal lizardmen but are much worse. They attack with both weapons wielded ambidextrously (each head controls an arm) while also trying to bite their opponents.  They are only surprised on 1 in 6. They are bigger and more vicious than normal lizardmen and a two-headed lizardman may take over a lizardman group. Two-headed lizardmen speak saurian. In normal circumstances only 1 in 1000 lizardman eggs produce a two-headed lizardman but when around chaotic influences such as chaotic shrines or a chaotic lizardman shaman takes over the tribe, the chances jump to perhaps 1 in 50. They have a tendency to bicker with themselves, though among mature specimens this does not result in self-inflicted violence.  This is a matter of natural selection - those lizardmen whose heads try to kill each other simply don't live long enough to reach maturity. 

War Cyclops

NameWar Cyclops
Armor Class 2
Hit Dice (Avg hp) 8+8 (44hp)
Movement 120'
No Attacks 1 weapon
THAC0 11
Damage3d6+2
No Enc 1
Save as F8
Morale 12
Alignment Chaotic
TreasureC +1000gp
Size/Type Huge Giant
Intelligence7-9 (low)
XP value 775


Believed to be a deliberate cross between normal cyclopes and hill giants, war cyclopes are huge ferocious brutes found in armies of Chaos and the retinues of powerful chaotic leaders including twisted summoners. They stand 12’ tall and in battle wield a single huge weapon such as an axe, sword or trident. They are poor at judging distances, so rarely use missiles (and then at -3 to hit). Without armour a war cyclops is AC 7 but they are often equipped with oversized plate mail or banded armour, hence AC 2. A war cyclops is single minded in its ferocity and tenacity - in combat it is immune to mind-affecting spells such as Charm, Hold or Fear effects, and never check morale.

It is fortunate that no female war cyclopes have been seen, and they are not believed to be a true breeding species. However, they band together with each other and when true cyclopes are around, war cyclopes will respect and follow them. War Cyclopes speak a crude form of Giantish. 

Friday, 7 January 2022

Monsters of Fighting Fantasy: City of Thieves

 As one might expect from an urban adventure, this Fighting Fantasy game book relies more on human foes rather than monsters. However, there are a few interesting creatures that I think are worth converting to B/X D&D. All illustrations are by Iain McCaig. 

Lizardine 

Name Lizardine
Armor Class6
Hit Dice (Avg hp) 4+4* (22hp)
Movement 90’
No Attacks 2 claws/1 bite or breath
THAC0 15
Damage1d3/1d3/1d8 or 3d6
No Enc 1d8
Save as F5
Morale 8
AlignmentNeutral or Chaotic
TreasureD
Size/Type Medium Dragon
Intelligence12 (very)
XP value 200

Lizardines are a strange hybrid of dragon and lizardman. They are intelligent and capable of living in cities, though because of their monstrous appearance they tend to go for places where civilized folk won't bother them. Some have settled in the violent and volatile pirate cities of Ierendi. Lizardines can speak Common, Lizardman and Draconic. They appreciate treasure though are not as covetous as dragons, and they are willing to trade some of their treasure if it seems a good deal. Lizardines are good at appraisal, and are sometimes found as merchants of valuable things, such as gems, jewellery and magic trinkets. But woe betide anyone trying to rob them, for they hate thieves and similar-minded ne'er-do-wells bitterly and will attack ferociously if they feel wronged. 

In combat a lizardine can claw and bite its opponents, or once per turn it can breathe fire. This does 3d6 fire damage to all in a cone 20' long and 10' wide at its furthest. This breath weapon does not require a roll to hit but a save verses dragon breath will mean those in its area of effect will take half damage.

Serpent Queen 

Name Serpent Queen
Armor Class 7
Hit Dice (Avg hp) 3* (14hp)
Movement 90’
No Attacks 1 dagger/1 bite
THAC0 17
Damage1d4/1d6+poison
No Enc 1
Save as F3
Morale 12
Alignment Chaotic
TreasureD
Size/Type Medium Humanoid
Intelligence12 (Very)
XP value 75

The Serpent Queen is not a species but a unique individual, formerly a beautiful but vain princess now cursed to live as a monster. She can speak Common and Draconic but she has become so bitter and hateful of her current state that it is difficult to reason with her. She was on a trading ship that stopped off on the Serpent Peninsula to trade with the elusive Ulimwengu where she stole a silver serpentine circlet that supposedly made the wearer as beautiful as possible. But she did not think to ask by whose standards of beauty. Once the ship had departed in a hurry she put the circlet on and was transformed into the Serpent Queen. After killing several crew members she calmed down and the remaining crew dropped her off at the Pirate port of Vlad in Ierendi where she remains.  

In combat the Serpent Queen bites as well as attacking with a dagger. Anyone hit by her bite must save vs poison or die in 1d4 rounds. 

Fire Imp

Name Fire Imp
Armor Class 7
Hit Dice (Avg hp) 5* (23hp)
Movement 60’/150’ fly
No Attacks 2 claws or 1 breath
THAC0 15
Damage1d4/1d4 or 3d8
No Enc 1d4
Save as F6
Morale 10
Alignment Chaotic
TreasureNone
Size/Type Medium Outsider
Intelligence6-8 (Low)
XP value 400

The fire imp is a lesser demon, from the Planes of Chaos, occasionally found as minions of Fire Demons. How the fire imps travel across the planes and arrive on the Material plane is uncertain, though in some cases they have been summoned by chaotic mortals. Once they have arrived here they are difficult to control and seem to delight in setting things on fire, including buildings, books and people. 

In combat a fire imp will try to either scratch with its two wing-claws  or breathe fire (its preferred method) which it can do once every other round. The flames emerge as a cone, 10' long and 5' at the base, and is usually aimed at one opponent at a time. The breath weapon automatically hits for 3d8 damage but a save vs dragons breath will reduce damage by half. Fire imps are immune to normal weapons and require magic weapons to be damaged (+1 bonus or better). 

Thursday, 23 December 2021

Monsters of Fighting Fantasy: The Citadel of Chaos

This post continues from the first one where I converted the monsters from Ian Livingstone's Forest of Doom from Fighting Fantasy stats to B/X D&D. Here I am having another go, using Steve Jackson's Citadel of Chaos. All illustrations are by the incomparable Russ Nicholson whose work has brought many scenes from the Fighting Fantasy series to life. 

Rhino-man

Name Rhino-man
Armor Class3
Hit Dice (Avg hp) 7+7 (38 hp)
Movement 90’
No Attacks 1 weapon+ 1 horn
THAC0 11
Damage1d8+2/1d4+2
No Enc 1d4
Save as F6
Morale 11
Alignment Chaotic
TreasureC
Size/Type Large Humanoid
Intelligence7-9 (low)
XP value
450

In combat Rhino-men are front line warriors who will charge an opponent whenever possible (20’ - 60’ away, straight line to reach target). A charging rhino-man gets an extra +2 to hit and double damage with both horn and spear.

Rhino-men are twisted and angry humanoids created by chaotic wizardry. It is not believed they can reproduce themselves. Balthus Dire, the villainous inhabitant of the Citadel of Chaos, is known to have a number in his service.

Due to their sensitive noses and good hearing, rhino-men cannot normally be surprised and have a 10% per round chance to detect invisible or hidden creatures.

Rhino-men are, despite their alignment, brave and loyal, and together with their senses, are excellent guards. They are omnivorous, grazing on grass or leaves, or devouring their fallen enemies.

They have a strange, hateful rivalry with minotaurs - the two will never work together and will attack each other unless a powerful leader keeps them apart.

Venomous Hydra

NameVenomous Hydra
Armor Class5
Hit Dice (Avg hp) 5-10** (hp varies), 
*** if lernaean
Movement 90’/swim 60'
No Attacks 1 bite per head
THAC0 15 or better
Damage1d6+poison per head
No Enc 1
Save as F3-F5 (half HD)
Morale 11
Alignment Unaligned
TreasureNone
Size/Type Large magical beast
Intelligence2-3 (animal)
XP value 425 (5HD) or more

Venomous hydrae may be related to normal hydrae though there are some obvious differences . Firstly each head can deliver a venomous bite that requires a save vs poison or die within 1d4 rounds as well as normal physical damage. Like normal hydrae each head has 8hp separate from the body. For most venomous hydras if opponent attacks are aimed at each head and inflict more than 8hp then that head is destroyed. If either the hydra loses all its heads or its body suffers fatal damage (reduced to 0 hp or below) then it dies.

Secondly venomous hydrae have no legs - they slither on their bellies like snakes. They are adept at swimming if necessary.

Thirdly venomous hydrae are rarely (5% chance) capable of regenerating lost heads - those that can are known as Lernaean venomous hydrae. Attacks can be aimed at the lernaean hydra's heads as usual and if that head suffers 8hp or more damage it is temporarily destroyed. But in 2 rounds that destroyed head is replaced by 2 more heads. Also a lernaean venomous hydra's body regenerates at 2hp per round. They can only be killed by fire or acid which, like with trolls, prevents regeneration (either by the body or heads). 

Venomous hydrae usually live in swamps and jungles but some are captured and placed in dungeons where they thrive. They are typically the top predators in their domain - only those who can slay it from afar (such as dragons with their breath weapons) or those immune to poison (such as undead) have a chance of defeating them.

Calacorm  

Name Calacorm
Armor Class6
Hit Dice (Avg hp) 3+3 (16hp)
Movement 120'
No Attacks 2 weapons or 2 bites
THAC0 17
Damage1d6+1/1d6+1 (weapons)
or 1d4/1d4 (bites)
No Enc 1d4 (squad)
Save as F3
Morale 8
Alignment Chaotic
TreasureS
Size/Type Medium Humanoid
Intelligence7-9 (low)
XP value 75

Calacorms are relatives of the lizardmen but are clearly distinguished by their two heads.They are ambidextrous (each head controls one arm) so they usually wield two weapons such as shortswords or hand axes, with +1 to damage because of their strength. However, if unarmed they will bite with their lizard-like teeth for 1d4 damage each. Calacorms, by virtue of their two heads, roll for surprise twice and take the best score. Similarly they roll for initiative twice and take the best score. 

Calacorms are not the smartest creatures and are often given menial tasks, such as jailors or guards, where their alertness can be put to good use. They are believed to have been derived from normal lizardmen experimented on and transformed by chaotic wizardry (perhaps the same that produced the rhino-men, see above).  


Ganjee *

Name Ganjee
Armor Class 7
Hit Dice (Avg hp) 5* (22hp)
Movement 150' fly
No Attacks 1 flung object
THAC0 15
Damage1d6
No Enc 1d8
Save as F5
Morale 8
AlignmentChaotic
TreasureA
Size/Type Small Undead
Intelligence13-14 (High)
XP value 400
Ganjees are evil undead spirits returned from death to torment the living. Like vampires they are repelled by a strongly presented holy symbol, and clerics can turn them as if they were specters. 
A ganjee can cast Dispel Magic once per day to prevent opponents from casting spells, and can also cast Darkness at will. 
When they appear, it is as a floating ghostly disembodied head that terrifies most creatures - any creature first seeing a ganjee not immune to mind-affecting magic must save vs spells or be affected as if by a Fear spell. They can use this to panic their prey into  running blindly into obstacles and traps (particularly when combined with their magical darkness). They can also use a form of telekinesis to fling objects at opponents like a poltergeist (for 1d6 damage). 
Ganjees are immune to normal and silver weapons, requiring magic weapons (+1 or better) to be harmed. They are incorporeal, like wraiths and spectres, and can pass through solid doors and walls. 

Gark

NameGark
Armor Class 7 (or see below)
Hit Dice (Avg hp) 4+4 (22hp)
Movement 120'
No Attacks 1 weapon
THAC0 15
Damage1d8+2
No Enc 1d8
Save as F4
Morale 10
Alignment Chaotic
TreasureC
Size/Type Medium humanoid
Intelligence7-9 (Low)
XP value 125
Garks are believed to be a cross between goblins and giants. Due to the size difference of the parents, it is believed that chaotic sorcery has been used to make this possible, perhaps related to how rhino-men (q.v.) are generated. Garks are sterile and cannot reproduce themselves. Garks stand 7' tall, and are tough and muscular humanoids. Their goblin heritage clearly shows in their faces, and they are sometimes mistaken for strong hobgoblins. Garks speak goblin and orcish, and because of their strength and combat prowess they sometimes lead goblinoid troops in battle. However, off the battlefield they are short-tempered and brutish, and not good at strategy or management. Note that the AC given is for an unarmoured gark (they have naturally tough skin from their giant side) but if expecting trouble a gark can don human-sized armour. Their tough skin gives any armour an additional -1 bonus, so a gark wearing chainmail would have AC4, or AC3 with a shield. Garks can use any human-sized weapon, and often select two-handed battleaxes, which they wield with great strength (+2 to damage with whatever weapon). 

Sunday, 19 December 2021

Monsters of Fighting Fantasy: The Forest of Doom


I have always enjoyed the Fighting Fantasy books, started by Steve Jackson and Ian Livingstone with the seminal Warlock of Firetop Mountain. This has overlapped with my love of D&D and it is only natural that there is some cross-pollination. I'm sure hundreds of other gamers have done similar conversions but I am still going to present my attempts at bringing FF monsters into B/X D&D. This collection is from the 3rd in the series, The Forest of Doom by Ian Livingstone. All the black & white illustrations are by Malcolm Barter.

Stingworm



Name Stingworm
Armor Class 7
Hit Dice (Avg hp) 3* (14hp)
Movement 90’/30’ burrow
No Attacks 1 sting
THAC0 17
Damage1d6+poison
No Enc 1d8
Save as F2
Morale 8
Alignment Unaligned
TreasureNone
Size/Type Medium Vermin
Intelligence1 (non)
XP value 50

Stingworms are invertebrate carnivores and scavengers found in natural caverns and dungeons, preferably with a soil or dirt floor rather than solid stone. They are large worms about 12’ long and as heavy as a man, with soft grey skin. They can burrow through soil and mud with ease and can use this to ambush creatures walking over their territory. 

They have 12” long sting at the end of their tails that can pierce for 1d6 damage, and the target must save vs poison or take 4d6 poison damage.

In the Known World, stingworms are found in subterranean realms including megadungeons and the underrealms, particularly where the local ecosystem such as a fungal forest has created a soft floor that the stingworm can dig into. Their soft flesh is a delicacy among dungeon-dwellers (particularly troglodytes) and as such hunting them is a dangerous but worthwhile pursuit..


Fishfolk



Name Fishfolk
Armor Class 5
Hit Dice (Avg hp) 2+2 (11hp)
Movement 90’/90' swim
No Attacks 1 weapon
THAC0 17
Damageby weapon (1d6)
No Enc 1d4 (patrol) or 3d8 (lair)
Save as F2
Morale 8
Alignment Neutral or Chaotic
TreasureNone (C in lair)
Size/Type Medium Humanoid
Intelligence9-10 (average)
XP value 25

Fishfolk (whose own name for themselves is unpronounceable by humans) are omnivorous humanoids derived from freshwater fish in a similar way that rakastas are derived from cats and lizardfolk are derived from lizards. They are amphibious (their gills can cope with breathing air) but need to return to the water every hour or so before their gills dry out (after which the fishman will take 1hp damage per turn). They live in freshwater, both on the surface and underground, and prefer large bodies of water (big rivers and lakes) where they have sufficient room to hide from enemies and find food. If a tribe stays in a location for long enough their scale colouration will change so subterranean fishfolk are often white, surface river-dwelling fishfolk are often light blue or light cyan, and lake-dwelling fishfolk are often muddy brown.
In combat there is no distinction between the genders - females fight as well as males. If encountered in their lair there will be a leader of unusual size with 4+4HD and +1 to damage rolls.

In Mystara fishfolk find themselves competing with nixies above ground and troglodytes below ground. Orcs and goblins will kill fishfolk for food when they can - apparently they taste like sushi. They have their own language that few other creatures have learned, and it is difficult for humans to pronounce some of the sounds. They sometimes speak of lost tribes of fishfolk. It is said that one tribe went so deep into the underrealms they went insane and started calling themselves Kuo-Toa. Another went downstream and adapted to the ocean life and became the Locathah, but there was a civil war among the locathah, and half of them became evil and hateful and called themselves Sahuagin. Such stories are too wild to be true...

Fire Demon


NameFire Demon
Armor Class1
Hit Dice (Avg hp)14** (63hp)
Movement120’/180’ fly
No Attacks1 whip/1 sword
THAC09
Damage 2d4 + entangling/2d8+1d6
No Enc 1
Save asF14
Morale10
Alignment Chaotic
TreasureH
Size/Type Large Outsider
Intelligence15 (exceptional)
XP value 3250

Fire demons are big (12' tall) powerful chaotic creatures of shadow and flame from the Planes of Chaos that tend to dominate lesser creatures, especially when they are here on the material plane. 

Fire demons are perpetually wreathed in flames, and anyone in melee (within 10') with one suffers 1d6 fire damage per round merely by proximity. Fire demons are enchanted beings and are immune to normal and silver weapons - opponents need magical weapons of +1 or better to hurt a fire demon. Fire demons are, of course, immune to all fire damage as well as diseases and poisons. A fire demon usually attacks with a flaming sword which does 2d8 cutting damage as well as 1d6 fire damage, while their whips cause 2d4 fire damage and also entangle their opponents (use rules for whips from Companion set or Rules Compendium if possible). Once per hour a fire demon can cast Wall of Fire or Fireball (both as if 14th level caster).

In Mystara fire demons are among the more powerful of planar entities known as lesser demons. It is possible for powerful spellcasters to summon forth a fire demon and try to compel it to do their bidding, though at great risk should the caster lose control. Twisted summoners have had more success, but there are still a few fire demons roaming the world free. They often subjugate tribes of orcs or goblins and use them as troops in the endless war of Law versus Chaos.

Shape Changer
(illustration by Iain McCraig)

NameShape Changer
Armor Class6
Hit Dice (Avg hp)6+3
Movement120’
No Attacks2 claws/1 bite
THAC013
Damage1d4/1d4/1d6
No Enc1
Save asF6
Morale10
AlignmentChaotic
TreasureC
Size/TypeMedium Humanoid
Intelligence7-9 (Low)
XP value350

This devious reptilian creature has similar powers to a doppelganger in that it can change its outward appearance to that of any medium humanoid. It will appear as some harmless person, perhaps a damsel in distress or a lone traveller vulnerable to bandits, and can imitate voices as well. However, unlike doppelgangers, shape changers are not very patient or clever, and often reveal their true natures as soon as potential prey comes close. Shape changers do not have the same level of skill at imitating behaviours and attitudes, and sometimes struggle to speak as their disguise would be expected to. Their natural form is of a hideous green reptilian humanoid with bony spikes on its head and back, and a long forked tongue. They are not particularly skilled with artificial weapons and prefer to stick with their claws and teeth. 

In Mystara they are found in the borderlands where few humans and demihumans are encountered, but just enough for the shape changer's abilities to come in use in ambushing prey. Being reptilian they prefer warm climates but can cope with the temperate climes of Karameikos, Darokin and nearby realms. It is rumoured that some have been captured by the clerics of Hule who are deciding how best to use them. 

Apeman

NameApeman
Armor Class7
Hit Dice (Avg hp)3+3 (17hp)
Movement120’/60’ climb
No Attacks1 club/1 bite
THAC017
Damage2d4/ 1d4
No Enc1d8
Save asF3
Morale8
AlignmentNeutral
TreasureU
Size/TypeMedium humanoid
Intelligence7-9 (low)
XP value50
Apemen are the bestial, degenerate cousins of Neanderthals. Although strong and agile, they are not as intelligent as normal humans or even neanderthals who at least have some culture in the form of cave art and spoken language. Apemen have not coped well with the current age and have been pushed aside and driven away by more intelligent and organised creatures, including humans, dwarves, orcs and goblins. Now they are found in the most rugged and inhospitable places such as dense jungle and tropical rugged hills, and they are wary and frequently hostile to any intruders. Apemen can climb trees and cliffs almost as well as monkeys and true apes. They do not have a true language and have difficulty with speaking common and putting together proper sentences, and their communication tends to be about immediate events and needs rather than planning for the future or describing the past.