Created with Loch and Louis's d666 monster generator, put into convenient one-click format by Phlox.
FALSE GOD
HD 2
AC as concept
Attack explosion (5’ radius, save vs d6 + stun) or spells as a level 2 M-U
Morale 6
Move as will-o’-wisp
No. Occurring 1d4
False gods appear as rays of pure divine sunlight emanating from the clouds that cluster always around the spitting, roiling peak of Mount Saint Barbara. In truth, they are nothing but refracted light from the pits and streams of lava that pock the crater. False gods appear to the many would-be prophets and sages who flock to the peak in search of revelation, striving to convince them to accept warlock contracts written in blood and do the false gods’ will in the wider world. They speak with the overblown affect of gothic villains (a clue to their deception, since the wise know that God is Baroque). Ultimately, false gods seek to accrue worshipers and ascend to true divinity.
Conceptuality: False gods are immune to all damage, even from magical weapons and spells, save for dispelling, abjuring, illusions, and magical darkness, which deal d6 damage per spell level directly to their HP.
Pretender: False gods must check morale or flee when presented with a genuine holy symbol, and are instantly destroyed by Turn effects.
Contract: Characters who form a warlock contract with a false god immediately gain a level 1 spell slot and learn light and explosion, at the cost of 1 max HP per HD and an abiding obligation.
Stun: When stunned, you always act last in initiative and take a -2 penalty to all rolls.
HD 2
AC as concept
Attack explosion (5’ radius, save vs d6 + stun) or spells as a level 2 M-U
Morale 6
Move as will-o’-wisp
No. Occurring 1d4
False gods appear as rays of pure divine sunlight emanating from the clouds that cluster always around the spitting, roiling peak of Mount Saint Barbara. In truth, they are nothing but refracted light from the pits and streams of lava that pock the crater. False gods appear to the many would-be prophets and sages who flock to the peak in search of revelation, striving to convince them to accept warlock contracts written in blood and do the false gods’ will in the wider world. They speak with the overblown affect of gothic villains (a clue to their deception, since the wise know that God is Baroque). Ultimately, false gods seek to accrue worshipers and ascend to true divinity.
Conceptuality: False gods are immune to all damage, even from magical weapons and spells, save for dispelling, abjuring, illusions, and magical darkness, which deal d6 damage per spell level directly to their HP.
Pretender: False gods must check morale or flee when presented with a genuine holy symbol, and are instantly destroyed by Turn effects.
Contract: Characters who form a warlock contract with a false god immediately gain a level 1 spell slot and learn light and explosion, at the cost of 1 max HP per HD and an abiding obligation.
Stun: When stunned, you always act last in initiative and take a -2 penalty to all rolls.
ANTIBANYAN
HD 8
AC as plate (made of metal)
Attack flamethrower (50’ cone, save vs 4d6 + set aflame, recharge 6 rounds) or 3x steel boughs (d6 + grapple)
Morale 11
Move no
No. Occurring 1
Antibanyans are miserable misbegotten mechanical mockeries created by a mad industrialist in his search for the enlightenment he could not attain. They take the shape of massive metal fig trees with spouts and nozzles hidden amidst a waving forest of articulated branches. Originally intended for various incenses and meditative reagents, the nozzles now spew forth the flaming effluvia of their forbidden engines—antibanyans are rooted in graveyards and burn corpses in their massive whirring belowground nirvana-engines. Antibanyans are well aware of their perverse hideousness and vent their suffering as murderous rage against any who approach, but if offered the chance for greater violence later rather than lesser violence now, they might bide their time.
Breath: Air intakes are hidden near the ground betwixt the antibanyan’s roots. Every gallon of water poured inside deals 2d6 damage as the buried engines cough and splutter.
Tactics: Grappled enemies cannot evade the antibanyan’s flamethrower or extinguish its flames (d4 damage per round until extinguished), so it will try to grab several foes before torching them all.
HD 8
AC as plate (made of metal)
Attack flamethrower (50’ cone, save vs 4d6 + set aflame, recharge 6 rounds) or 3x steel boughs (d6 + grapple)
Morale 11
Move no
No. Occurring 1
Antibanyans are miserable misbegotten mechanical mockeries created by a mad industrialist in his search for the enlightenment he could not attain. They take the shape of massive metal fig trees with spouts and nozzles hidden amidst a waving forest of articulated branches. Originally intended for various incenses and meditative reagents, the nozzles now spew forth the flaming effluvia of their forbidden engines—antibanyans are rooted in graveyards and burn corpses in their massive whirring belowground nirvana-engines. Antibanyans are well aware of their perverse hideousness and vent their suffering as murderous rage against any who approach, but if offered the chance for greater violence later rather than lesser violence now, they might bide their time.
Breath: Air intakes are hidden near the ground betwixt the antibanyan’s roots. Every gallon of water poured inside deals 2d6 damage as the buried engines cough and splutter.
Tactics: Grappled enemies cannot evade the antibanyan’s flamethrower or extinguish its flames (d4 damage per round until extinguished), so it will try to grab several foes before torching them all.
HYDRAL ORB
HD 3
AC as chain (agility)
Attack 2x water jet (d6, hits AC 10, range as longbow)
Morale 8
Move as swallow
No. Occurring 1d6
Hydral orbs are mysterious spherical water elementals (basketball-sized) born of pure and ignorant souls. When the innocent who has birthed them is threatened or endangered, they will phase forth from the center of the chest and silently menace the danger. Only when the situation is completely pacified (no raised voices, drawn weapons, or any displays of emotion at all) will they return to their abode. They never speak, but understand all languages without any nuance, irony, or poeticism whatsoever.
Aqueous: Immune to non-magical weapons. Takes double damage from explosions as it is blasted apart.
Tactics: Hydral orbs are highly intelligent and will unerringly target the most dangerous foes first. They prefer to fly around at long range while attacking from relative impunity, but may be forced to fight closer and less efficiently by threats to their ward. If they fail a morale check, they will not flee, but will attempt to wordlessly negotiate for the safety of their ward.
HD 3
AC as chain (agility)
Attack 2x water jet (d6, hits AC 10, range as longbow)
Morale 8
Move as swallow
No. Occurring 1d6
Hydral orbs are mysterious spherical water elementals (basketball-sized) born of pure and ignorant souls. When the innocent who has birthed them is threatened or endangered, they will phase forth from the center of the chest and silently menace the danger. Only when the situation is completely pacified (no raised voices, drawn weapons, or any displays of emotion at all) will they return to their abode. They never speak, but understand all languages without any nuance, irony, or poeticism whatsoever.
Aqueous: Immune to non-magical weapons. Takes double damage from explosions as it is blasted apart.
Tactics: Hydral orbs are highly intelligent and will unerringly target the most dangerous foes first. They prefer to fly around at long range while attacking from relative impunity, but may be forced to fight closer and less efficiently by threats to their ward. If they fail a morale check, they will not flee, but will attempt to wordlessly negotiate for the safety of their ward.
SUN BEETLE
HD 0
AC none
Attack none
Morale 1
Move as dung beetle
No. Occurring 1
Sun beetles are to G_d as dung beetles are to camels. They appear exactly as dung beetles, but are carapaced in bright metallic rhodium. Each day at sunrise they emerge from the depths and corners of the highest mountain snows (for what is closer to the sun?) and begin rolling up a ball of sunlight like yarn, and at night they roll this ball to their burrow to feed their grubs.
Yarn: If you watch a sun beetle roll its ball from dawn until dusk, roll on your friendly neighborhood Revelation table.
Valuable Prey: The intact carapace of a sun beetle is worth 100 c. If you can somehow retrieve a ball of sunlight without it burning its way through everything that touches it, it is worth 30,000 c. The mechanism by which sun beetles control sunlight safely and prevent it from melting straight down through the earth is unknown.
HD 0
AC none
Attack none
Morale 1
Move as dung beetle
No. Occurring 1
Sun beetles are to G_d as dung beetles are to camels. They appear exactly as dung beetles, but are carapaced in bright metallic rhodium. Each day at sunrise they emerge from the depths and corners of the highest mountain snows (for what is closer to the sun?) and begin rolling up a ball of sunlight like yarn, and at night they roll this ball to their burrow to feed their grubs.
Yarn: If you watch a sun beetle roll its ball from dawn until dusk, roll on your friendly neighborhood Revelation table.
Valuable Prey: The intact carapace of a sun beetle is worth 100 c. If you can somehow retrieve a ball of sunlight without it burning its way through everything that touches it, it is worth 30,000 c. The mechanism by which sun beetles control sunlight safely and prevent it from melting straight down through the earth is unknown.
PAINTED ELF
HD 1
AC as leather + shield (human-leather armor and shield)
Attack elf-hair whip (+4, d4 + bleed, fumble on crit fail, reach) or saguaro-bone javelin (d6, range as javelin)
Morale 8
Move as gnome
No. Occurring 1d100
The elves of the Painted Desert are a terrifying specter, despite their appearance and mannerisms. They may stand waist-high and speak like affectionate lisping toddlers, but they are as strong as grown humans and have cruel, cunning minds. They constantly embrace, tumble, and laugh like children at play, belying their strict organization and hardy discipline. Any who venture into their lands without permission are hunted mercilessly and skinned.
Desert Instincts: In their native land, their blotchy skin and painted armor gives them 4-in-6 surprise, and they may track as rangers.
Cutting Lashes: The blows of an elf-hair whip inflict horrific gashes (1 damage per round until stemmed), and when one kills an enemy, it flays the skin from the flesh.
Organization: For every 10 elves encountered, one is a 2 HD officer with puma-bone armor (as chain).
Prey Instincts: Elves instantly break and run at the first sign of the Giant Bombardier Beetle, their ancestral predator.
HD 1
AC as leather + shield (human-leather armor and shield)
Attack elf-hair whip (+4, d4 + bleed, fumble on crit fail, reach) or saguaro-bone javelin (d6, range as javelin)
Morale 8
Move as gnome
No. Occurring 1d100
The elves of the Painted Desert are a terrifying specter, despite their appearance and mannerisms. They may stand waist-high and speak like affectionate lisping toddlers, but they are as strong as grown humans and have cruel, cunning minds. They constantly embrace, tumble, and laugh like children at play, belying their strict organization and hardy discipline. Any who venture into their lands without permission are hunted mercilessly and skinned.
Desert Instincts: In their native land, their blotchy skin and painted armor gives them 4-in-6 surprise, and they may track as rangers.
Cutting Lashes: The blows of an elf-hair whip inflict horrific gashes (1 damage per round until stemmed), and when one kills an enemy, it flays the skin from the flesh.
Organization: For every 10 elves encountered, one is a 2 HD officer with puma-bone armor (as chain).
Prey Instincts: Elves instantly break and run at the first sign of the Giant Bombardier Beetle, their ancestral predator.
MOON-SHIP
HD 7
AC as plate (hull of lunar teak)
AC as plate (hull of lunar teak)
Attack 2x madness ray (save vs madness, range as longbow) + 2x needle-ray (+10, 1 damage + crit, range as longbow) + ram (2d10, 60' line)
Morale 7
Move as an eagle in a straight line, cannot turn while moving
No. Occurring 1d2
The peoples of the Moon build fearsome flying warships charmed into sentience to prosecute their countless vicious internecine wars. The peoples of the Moon are also about an inch tall, on average, so the greatest of their vaunted ships are 20 feet long or so. Sometimes these warships (a single tall lateen sail embroidered with a uniquely horrible face, a fearsome bronze ram, armored beam turrets) escape the control of their masters and flee across the æther to earth. They invariably fear recapture more than anything else and will do anything to avoid it, but otherwise, their personalities are as varied as those of any other person. However, they are created with insatiable bloodlusts to inspire them to violence, which they cannot always control.
Repugnant Visage: When people first see a new moon-ship, they must save or be frightened for a minute.
War-Beams: Madness rays inflict confusion on a failed save. After 10 minutes, save again; on a failure, it's permanent. Needle-rays normally deal very little damage, but on a critical hit they deal 1d12 damage instead.
Sensitive Sensors: If a moon-ship smells blood, it must save or enter a murderous rage until everything in sight is dead. However, the innocent weakness of youth calms them, and they will snap out of their rage if they attempt to harm a child of any species.
Suggestibility: Moon-ships always fail saves vs charm.
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