Some new monsters for use in my Barrowmaze campaign.
Beetle, Giant Scarab
No. Enc: 3d6 (3d10)
Alignment: Neutral
Move: 120 (40)
AC: 6
Hit Dice: 1d4 HP
Attacks: 1
Damage: 1d3, disease
Saves: F41
Morale: 8
Hoard: XX
XP: 8
Notes: A 3’ long flesh eating scarab beetle. Bite may (1 on d20) transfer disease which will slowly (over 1d6 days) turn the victims skin whitish, leathery and hard, effectively paralyzing him after this time. A successful save vs Poison will change this to a temporary -2 on DEX for 1d6 days after the first 1d6 days. Cure Disease removes this.
Blood Worm
No. Enc: 2d4 (3d4)
Alignment: Chaotic
Move: 60 (20)
AC: 5
Hit Dice: 3
Attacks: 1
Damage: 1d4*
Saves: F4
Morale: 10
Hoard: None
XP: 100
Notes: Slimy 8’ long worms with a face full of fangs. The Blood Worms burrow beneath the ground, preferably old burial grounds, and try to surprise their prey (surprise on 1-3). While burrowing their AC count as 0 and they can pass below opponents in search of better prey. They tend to attack bleeding (damaged) targets first. On a successful attack they fasten themselves to the victim and drain blood for 2d4HP each round. There’s a 10% chance a victim bitten by a Blood Worm will contract a wasting disease, losing 1 CON each day for 2d6 days. 1 lost CON returns each day after the disease has passed.
Bog Zombie
No. Enc: 1d6
Alignment: Chaotic
Move: 90 (30)
AC: 7
Hit Dice: 2
Attacks: 1 (fist)
Damage: 1d8
Saves: F1
Morale: 12
Hoard: None
XP: 38
Notes: The flesh of this zombie has become dark-brown and sticky with resin and silt from the bog where it was buried. It moves even slower than a normal Zombie and always acts last in the round, but any edged or piercing weapon damaging it will stick in the wound until someone takes a full action to pull it free.
Copper Skull
No. Enc: 1d4
Alignment: Chaotic
Move: 120 (40)
AC: 2
Hit Dice: 4
Attacks: 1
Damage: 1d8
Saves: F4
Morale: 12
Hoard: None
XP: 150
Notes: These copper piece covered skulls levitate into their opponents like massive metal wrecking-balls. In addition. Once per combat they are able to fire streams of hot copper pieces (2d6x10 CP) from their eyes, in a cone 10’ wide and 20’ long, doing 1d6 damage to everyone in the cone. A successful save vs Petrification halves the damage.
Corpse Fat
No. Enc: 1d4 (1d6)
Alignment: Chaotic
Move: 120 (40)
AC: 8
Hit Dice: 3
Attacks: 1
Damage: 1d6*
Saves: F4
Morale: 12
Hoard: None
XP: 100
Notes: A vaguely humanoid mass of rotting white-yellow fat. It attacks by grabbing its opponent (this attack ignores armor AC-modifiers ) and pulling his face into its soft stinking breast, silencing and suffocating him for 1d6 hit points each round (after the first). During this time the grabbed character can only attack with really small hand weapons like fists or daggers, or try to break loose (as a full action) by succeeding by rolling below their STR-4 with a d20. The Corpse Fat takes no damage from piercing weapons and only half damage from blunt weapons. Damage from fire-based attacks sets the Corpse Fat on fire for an additional 1HP each round until it is destroyed, but any PC grabbed during this time will also take 2HP fire damage each round it is held.
Cranopede
No. Enc: 2d6
Alignment: Chaotic
Move: 60 (20)
AC: 7
Hit Dice: 1-1
Attacks: 1 (bite)
Damage: 1d4
Saves: F1
Morale: 12
Hoard: None
XP: 17
Notes: This horrible undead creature consists of only a skull with attached spinal column, moving about on the elongated remains of its ribs. They will attack in groups and attempt to tear the flesh from the bones of the living. Two Cranopedes are able to move and attack from the same 5’x5′ square.
Crawling Horror
No. Enc: 1d4
Alignment: Chaotic
Move: 120 (40)
AC: 3
Hit Dice: 4
Attacks: 1d4
Damage: 1d6
Saves: F3
Morale: 12
Hoard: None
XP: 150
Notes: This crawling 10’x10′ ball of undead bones consist of nothing but animate skeletal arms and legs fused together. If reduced to half HP it breaks down into two 5’x5′ 2HD Crawling Horrors with 1 attack each.
Foul Vapor
No. Enc: 1d4
Alignment: Chaotic
Move: 90 (30)
AC: 9
Hit Dice: 2
Attacks: Suffocation*
Damage: -1 CON/round
Saves: F1
Morale: 12
Hoard: None
XP: 30
Notes: These are suffocating miasmas of evil and undeath that have risen out of a corrupted swamp. They are almost impossible to see (surprise on 4-6) except as a vague purplish haze, the first inkling of their presence is when their horrible stench fills the lungs of their victim. They attack by covering the victim (no attack roll is necessary) and slowly suffocating it. Foul vapors are immune to all attacks except fire (torches do 1HP/attack) or fire-based magical attacks. Lost CON returns at the rate of 10% of base CON (round up) per turn after the Foul Vapor is gone.
Ghost Face
No. Enc: 1
Alignment: Chaotic
Move: 120 (40)
AC: 5
Hit Dice: 6
Attacks: 1
Damage: 1d6 (bite)*
Saves: F4
Morale: 12
Hoard: None
XP: 300
Notes: A 3’ high semi-transparent disembodied head with a twisted and leering face floating 3’ above ground. The Ghost Face only takes damage from magical weapons and attacks, and all such damage is halved. As it feeds on magical energies any magical weapon attacking it boosts the Ghost Face’s damage by its magical bonus for one round. Note that this boost is cumulative if several weapons hit it in a round. The Ghost Face can once per round use a spell that has damaged it since its last initiative. The Ghost Face is turned as a lvl 8 Undead.
Pig Thing
No. Enc: 1d6
Alignment: Chaotic
Move: 150 (50)
AC: 5
Hit Dice: 3
Attacks: 2
Damage: 1d4
Saves: F4
Morale: 10
Hoard: None
XP: 100
Notes: Demonic mixes of pig and man made by Orcus. The Pig Things have long sinewy arms ending in rusting hooks of black iron. They are fast and vicious fighters who can leap and bound up to 20’ over opponents with such speed that no attacks of opportunity can be done.
Pillar of Hate
No. Enc: 1
Alignment: Chaotic
Move: 90 (30)
AC: 3
Hit Dice: 6
Attacks: 1d3
Damage: 1d6
Saves: F4
Morale: 12
Hoard: None
XP: 600
Notes: A 6’ tall pillar made from compressed fossilized skeletons hovering 3’ over the ground. A dozen red-glowing eyes glare out from its incorporated skulls. Black lightning flicker across it and sometimes flare out and down into the ground. This horrifying necromantic construct is created around a magical crystal. As long as that crystal has not been cleansed by Holy Water the Pillar will rebuild itself in 1d10 days even if smashed apart. A cleansed crystal is worth 3d6x100 GP. There is a 30% chance a cleansed crystal will turn out to be a random Ioun-stone. The Pillar takes only full damage from blunt weapons or spells designed to affect or break apart stone. All other attacks do half damage. The Pillar will also reflect spells back on the caster 40% of the time. Anyone directly touching the Pillar (even through gloves) or hitting it with metal weapons will take 1HP of damage. The Pillar can do 1d3 attacks with its black lightning each round, reaching out to 10’ from itself. A Pillar damaged below half its hit points can be instantly destroyed by splashing Holy Water on its crystal through the cracks.
Unholy Bones
No. Enc: 1d2
Alignment: Chaotic
Move: 60 (20)
AC: 7
Hit Dice: 2
Attacks: 1
Damage: 1d6
Saves: F2
Morale: 12
Hoard: None
XP: 50
Notes: Similar to a common undead skeleton but covered in spidery Dark Script creating a conduit for unholy energies. The Unholy Bones makes any undead within 30’ count as 2 levels higher when a Cleric tries to Turn them. The Unholy Bones count as 5HD when Turned.
Zombie Boar
No. Enc: 1d6
Alignment: Chaotic
Move: 120 (40)
AC: 6
Hit Dice: 4
Attacks: 1
Damage: 2d4
Saves: F2
Morale: 12
Hoard: None
XP: 60
Notes: The thick hump of rotting flesh across its back will absorb much trauma making blunt weapons only do half damage (round down).
Zombie Crocodile
No. Enc: 1d4
Alignment: Chaotic
Move: 90 (30)
AC: 4
Hit Dice: 3
Attacks: 1 (bite)
Damage: 1d8
Saves: F1
Morale: 12
Hoard: None
XP: 40
Notes: If the Zombie Crocodile manage to damage an opponent it locks its jaws and slowly (15’ move) tries to drag it into the nearest body of water to drown it. The only way to break free is to kill it.