KotM Fight! Afanc « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
KotM Fight! Afanc by JARROD CAMIRÉ
Welcome to the King of the Monsters Contest finals: the afanc is finalist 1 of 10. These submissions are left almost entirely as they were received with the exception that all submissions have had minor alterations for proper spelling (not grammar), formatting, and the addition of an image. Let the fight commence! ______ Swimming over the placid waters of the immense mountain lake is a monstrous, beaverlike creature of tremendous proportions. Countless bony protuberances emerge from its neat wet fur like so many rock edges; the disproportionate rodent also has overly long central incisors, sharp claws at the end of its webbed feet, and a very broad, flat leathery tail. All of a sudden, the beast propels itself forwards like some oversized bolt, rushing and thrashing wildly in the direction of the nearest lake’s bank. The gigantic wave thus created escapes from its natural boundaries and continues its headlong course across the forest, devastating everything along its path… The Afanc, which is also called Addanc, is a kind of giant beaver with a very bad temper that generally lives a solitary existence in a very remote lake or river. The afanc is very territorial and those who approach its’ water plan too closely are sure to incur its terrible wrath. Some pretend that afancs are demons, but this rumor hasn’t ever been proved. Despite their brutal dispositions the afancs are intelligent, capable of speech, and, if the legends are true, quite sensible to the charms of alluring women and equally responsive towards music.
Afanc Level (14 Solo Brute) Huge natural beast XP 5,000 Initiative +9; Senses Perception +8; darkvision HP 720; Bloodied 360; see also afanc’s awful trashing AC 28; Fortitude 28, Reflex 26, Will 28 Saving Throw +5 Speed 4, swim 10 Action Points 2 [M] Bite (standard; at-will) +17 vs. AC; 3d6 + 6 damage; see also cleave the wood. [m] Claw (standard; at-will) +17 vs. AC; 2d8 + 6 damage. [m] Cleave the Wood (free; at-will) When the afanc delivers a successful melee attack with its bite it automatically destroys an object made of wood held by the target (weapon, shield, or else), including magical ones. [m] Crazed Castor (standard; at-will) The afanc delivers 1d4+1 melee attacks with its claws. [c] Afanc’s Awful Thrashing (immediate reaction, when first bloodied; encounter) The afanc immediately rolls over and delivers a frenzied series of attacks. Close blast 1; +13 vs. Reflex; 1d10 + 6 damage, and the target is pushed 3 squares and knocked prone. [c] Flood the Land (standard; recharge 5, 6) The afanc makes a charge and must be in the water or cross a body of water in order to use this power; the mammal’s demented movements creates a gigantic wave that sweeps
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KotM Fight! Afanc « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
everyone and everything across its path. Close blast 5; +13 vs. Fortitude; 4d10 + 6 damage, and the target is pushed 5 squares, knocked prone, and is stunned (save ends). Miss: Half damage. Thrall to Beauty and Music A woman or a bard always has combat advantage against an afanc. Alignment Chaotic Evil Languages Abyssal, Common Skills Athletics +19, Endurance +19 Str 25 (+14) Dex 15 (+9) Wis 12 (+8) Con 24 (+14) Int 12 (+8) Cha 16 (+10)
Afanc Tactics Afancs are very straightforward in combat. A lone afanc attacks with its’ flood the land power whenever it can, hoping to stun as many opponents as possible before closing in melee to tear apart or drown those still standing. Then, the afanc spends an action point to close the distance between it and its targets, or to deliver another attack swiftly if necessary. On the other hand, afancs that are under the sway of a charismatic lady or female monster obey her to the best of their abilities. Though brutish and prone to succumb to the machinations of some alluring ladies, afancs aren’t stupid enough to sacrifice themselves in vain however, and withdraw if a combat is utterly lost.
Afanc Lore A character knows the following information with a successful Nature check. DC 25: Afancs are solitary creatures, gigantic beavers with impressive girths that affection primeval or retired water plans such as mountain lakes. They are dangerous foes, especially when confronted in their watery environments. Afancs can create enormous waves that can capsize a small raft or rowboat instantly or cause floods when they use their power repetitively. DC 30: Afancs have a fondness for music, and can be sometimes tamed with a song. They also admire beauty, particularly those of women. Alas, some shapechangers abuse them with their all too seductive, illusory disguises more often than not.
Encounter Groups Afancs are solitary creatures, but opportunist female monsters often take advantage of their weaknesses’ in order to use them as pet. Level 16 encounter (XP 7,200)
1 afanc (level 14 solo brute) 1 briar witch dryad (level 13 elite controller) 2 satyr rakes (level 7 skirmisher) Level 18 encounter (XP 9,000)
1 afanc (level 14 solo brute) 1 death hag (level 18 soldier) 2 quickling zephyrs (level 14 lurker) The afanc is a lake monster from Whelsh mythology.
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KotM Fight! Echidna « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
KotM Fight! Echidna by RANDY DORMAN
Welcome to the King of the Monsters Contest finals: the echidna is finalist 2 of 10. These submissions are left almost entirely as they were received with the exception that all submissions have had minor alterations for proper spelling (not grammar), formatting, and the addition of an image. Let the fight commence! ______ From above the waist, this creature appears to be a lovely human woman, but below is a foul, serpentine dragon with glistening blue-black scales and a tail ending in a wicked stinger. A reeking multitude of frogs, toads, newts, and snakes—all blind and deformed— creep and slither upon her bloated abundance and crawl in and out of her gaping mouth… An echidna is much dreaded for her ability to spawn horrendous monsters of all manner and form, including such familiar terrors as chimeras, hydras, gorgons, and fiendish serpents or lions. Invariably female, an echidna is unnaturally fecund and can interbreed with nearly any living creature; furthermore she is almost always pregnant. Her offspring are generally magical beasts, though echidnae have been known to birth dragons and monstrous humanoids as well. The specific creature that is born appears to be determined less by the father and more by some perverse capriciousness. These mothers of monsters dwell in gloom-filled caverns along with their teeming broods. An echidna delights in spreading corruption and destruction; she likes nothing more than to coerce, seduce, or cheat a hero into dallying with her just long enough to father several new horrors. Later the echidna sends these children off to torment their sire and the rest of humanity.
Echidna (CR 15) NE Huge magical beast Init +4; Senses darkvision 60 ft., low-light vision; Listen +24, Spot +24 DEFENSE AC 28, touch 8, flat-footed 28 (+20 natural, -2 size) hp 225 (HD 18d10+126) Fort +18, Ref +11, Will +11 Immune sleep, paralysis OFFENSE Spd 60 ft., swim 40 ft. Melee +1 mighty cleaving morningstar +24/+19/+14/+9 (3d6+8/19–20) and sting +18 (1d8+3 plus poison) Space 15 ft.; Reach 15 ft. Special Attacks loathly gout, spawn progeny Spell-Like Abilities (CL 15th) 3/day—charm monster (DC 21), deeper darkness, dimension door, heal (150 hp), insanity (DC 24), polymorph (self only), song of discord (20 ft.-radius spread, DC 22) TACTICS Before Combat The approach to an echidna’s lair is usually guarded by various magical beasts willing to die for their mother. The sounds of their defense alert the echidna to intruders. During Combat The echidna opens most encounters by wading into melee and using
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KotM Fight! Echidna « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
her loathly gout against spell-casters. She generally uses a full attack during her normal initiative and saves her special abilities for ranged opponents on her second initiative count. The echidna shrewdly employs dimension door to position herself most advantageously on the battlefield. She conserves heal until after her spawn progeny ability has been triggered. Morale Should the echidna feel overmatched she will attempt to bargain, intimidate, or seduce her opposition into a truce. If negotiations fail she then fights to the death. STATISTICS Str 25, Dex 10, Con 24, Int 16, Wis 17, Cha 25 Base Atk +18; Grp +33 Feats Blind-Fight, Cleave, Improved Critical (morningstar), Improved Initiative, Iron Will, Power Attack, Simple Weapon Proficiency (morningstar) Skills Intimidate +28, Listen +24, Search +24, Sense Motive +24, Spot +24, Swim +15, Survival +3 (+5 following tracks) Languages Common, Draconic, Giant, Sylvan SQ extra initiative ECOLOGY Environment any underground Organization solitary Treasure double standard plus +1 mighty cleaving Morningstar Advancement 19–27 HD (Huge), 28–36 HD (Gargantuan) SPECIAL ABILITIES Extra Initiative (Su) At the beginning of an encounter, the echidna rolls twice for initiative. The echidna acts normally on the higher of the two initiative counts each round; on the lower initiative count, the echidna may take a single standard action. Loathly Gout (Su) Once per day as a standard action the echidna can vomit forth a loathsome plague of tiny toads, frogs, newts, and snakes. Treat this effect as four adjacent centipede swarms with the following adjustments. The swarms appear within 30 feet of the echidna, including spaces already occupied by other creatures. The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack. A DC 26 save resists their poison and distraction effects; the DC is based on the echidna’s Hit Dice and Constitution score. The swarms persist for 10 rounds. Poison (Ex) Injury, Fortitude DC 26, initial and secondary damage 2d6 Con. The save DC is Constitution-based. Spawn Progeny (Su) If reduced to half her normal hit points or less in combat, the echidna automatically rears back and forces one of her unborn progeny to burst forth from her scarred and distended belly. (For a standard echidna, this ability is triggered whenever she is brought to less than 113 hp.) Though grotesque, this birth does not harm the echidna. This is an immediate action that can be used once per day. A progeny is a fully-grown magical beast under the control of the echidna. It emerges within 10 feet of the echidna and can act immediately. Typical progeny include a behir, chimera, eightheaded hydra, or gorgon.
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KotM Fight! Grave Linnorm « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
KotM Fight! Grave Linnorm by PHILLIP LARWOOD
Welcome to the King of the Monsters Contest finals: the grave linnorm is finalist 3 of 10. These submissions are left almost entirely as they were received with the exception that all submissions have had minor alterations for proper spelling (not grammar), formatting, and the addition of an image. Let the fight commence! ______ Rising from the gruesome devastation is a serpentine monster of truly horrific proportions. Scales the color of tarnished and rusting mail flake from the creature’s coiling hide, while a hot charnel stench wafts from its gaping mouth. The monster roars as it takes to the air, shaking loose a cloud of noisome flies and putrefying flesh from its loathsome flanks… One of the rarest and most terrifying linnorms to ever exist, the grave linnorm haunts the site of great and bloody battles, horrible massacres, or graveyards and mausoleums with a long history of violent death or necromantic meddling. More powerful than even the feared tarn linnorm, grave linnorms are often found with plague zombies or vampires that they have created with their deadly breath or diseased bites. While none but the most foolish would ever willingly approach a grave linnorm, their knowledge of the afterworld is legendary, and many heroes have sought out these monsters to secure some lost piece of lore or hidden secret about the gods or powerful undead menace. An average grave linnorm is 100 feet long and weighs 20,000 pounds.
Grave Linnorm (CR 23) XP 820,000 CE Colossal Dragon Init +14; Senses darkvision 180 ft., low-light vision, scent, true seeing; Perception +44 DEFENSE AC 42, touch 12, flat-footed 32 (+10 Dex, +30 natural, –8 size) hp 512 (25d12+350); regeneration 15 (cold iron and epic) Fort +27, Ref +24, Will +22 Defensive Abilities freedom of movement; DR 20/cold iron and epic Immune ability damage, ability drain, curse effects, death effects, disease, energy drain, mind-affecting effects, paralysis, poison, sleep; SR 34 OFFENSE Speed 50 ft., fly 120 ft. (average) Melee bite +35 (4d8+18/19–20 plus disease and energy drain), 2 claws +35 (2d6+18), tail +30 (3d6+9 plus grab) Space 30 ft. Reach 30 ft. Special Attacks breath weapon, constrict (tail, 3d6+27), death curse, disease, energy drain (1d4 levels, DC 32) STATISTICS Str 47, Dex 30, Con 36, Int 7, Wis 27, Cha 30 Base Atk +25; CMB +51 (+55 grapple); CMD 71 (can’t be tripped) Feats Awesome Blow, Cleave, Combat Reflexes, Critical Focus, Exhausting Critical, Great Cleave, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite),
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KotM Fight! Grave Linnorm « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
Improved Overrun, Power Attack, Tiring Critical, Toughness Skills Fly +30, Knowledge (religion) +34, Perception +44, Stealth +22; Racial Modifier Knowledge (religion) +8, Perception +8 Languages Aklo, Draconic, Sylvan ECOLOGY Environment battlefields, graveyards and crypts Organization solitary or host (1 grave linnorm and 2–8 vampires or 5–20 plague zombies) Treasure triple SPECIAL ABILITIES Breath Weapon (Su) Once every 1d4 rounds as a standard action, a grave linnorm can unleash a 90–foot cone or 180–foot line of deadly withering energy, dealing 25d8 points of damage to all creatures struck (Reflex DC 35 halves). Any creature struck by this withering energy must also make a DC 35 Fortitude save or take 2d8 points of Dexterity damage and become nauseated for 2d6 rounds by the horrific stench. If a creature is slain by the withering breath it animates as a plague zombie (see the Pathfinder RPG Bestiary for details) of the appropriate size and Hit Dice on the following round. The plague zombie is under the control of the grave linnorm, and the grave linnorm can control a maximum of 125 Hit Dice of undead at any one time. The save DC is Constitution-based. Death Curse (Su) When a creature slays a grave linnorm, the slayer is affected by the curse of undeath. Curse of Undeath: save Will DC 32; effect the creature gains one negative level each day that cannot be removed while it is affected by the curse. If the creature dies while affected by the curse it immediately transforms into a vampire. The save DC is Charisma-based. Disease (Su) Linnorm Blight: Bite – injury; save Fort DC 35; onset immediate; frequency 2/day; effect 1 negative level and 1d8 Con drain; cure 4 consecutive saves; The save DC is Constitution-based. Any creature slain by linnorm blight is transformed into a vampire under the grave linnorm’s control on the following round. Any vampire created in this fashion count towards the total number of undead that the grave linnorm can control. Freedom of Movement (Ex) A grave linnorm is under the constant effect of freedom of movement, as the spell of the same name. This effect cannot be dispelled. True Seeing (Ex) A grave linnorm has true seeing, as the spell of the same name. This effect cannot be dispelled.
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KotM Fight! Grievous Wailer « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
KotM Fight! Grievous Wailer by TREVOR GULLIVER
Welcome to the King of the Monsters Contest finals: the grievous wailer is finalist 4 of 10. These submissions are left almost entirely as they were received with the exception that all submissions have had minor alterations for proper spelling (not grammar), formatting, and the addition of an image. Let the fight commence! ______ Neither the crunching of the snow underfoot nor the scent of their furs worried the old chief. The stories passed down through the generations assured him that the creature knew his tribe was there but would not attack. They drew closer slowly, careful to walk in the path the creature made, following its weird and maddening twists and turns. A half day of following this strange route wore on the nerves of his young people but the stories were clear—the creature will not attack unless one crosses its path. Those who follow closely face no danger. Then, openly defying her chief, a young rager threw her spear, piercing the creature’s thick grey hide. There would be a battle by the fire for the Throne of the White Bear tonight. The old chief would worry about that later. First, he had to survive this battle. With a pitiful howl, it began…
Grievous Wailer (CR 10) XP 9,600 N Huge aberration Init -2; Senses blindsight 60 ft, darkvision 60 ft, scent; Perception +12 DEFENSE AC 18, touch 6, flat-footed 18 (-2 Dex, +12 natural, -2 size) hp 189 (18d8+108) Fort +16, Ref +4, Will +11 Immune cold OFFENSE Speed 50 ft. Melee bite +18 (2d6+7) and 2 claws +16 (2d6+7 plus grab) Space 15 ft.; Reach 15 ft. Special Attacks chilling grip, plaintive Howl Weaknesses light sensitivity STATISTICS Str 24, Dex 6, Con 20, Int 3, Wis 11, Cha 14 Base Atk +13; CMB +22 (+26 grapple) (+24 bull rush); CMD 30 (32 vs. bull rush) Feats Awesome Blow, Blind-fight, Diehard, Endurance, Improved Bull Rush, Improved Natural Attack, Power Attack, Run, Toughness Skills Climb +13, Perception +12 Languages none ECOLOGY Environment cold tundra Organization solitary or pack (one wailer followed by scavengers of any kind) Treasure none SPECIAL ABILITIES Chilling Grip (Ex) Grievous wailers can absorb body heat from other living creatures. Every round that a grievous wailer maintains a grapple, they can choose to do 3d6 cold
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KotM Fight! Grievous Wailer « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
damage to the grappled creature. Plaintive Howl (Ex) Grievous wailers can emit a low, mournful cry as a standard action. All creatures within 120 feet of a grievous wailer must make a DC 21 Will save or become overcome with grief and loneliness, behaving as if sickened (-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). Each round, the sickened character can attempt to make another Will save (DC 21) until they recover their composure. Those within 30 ft of a plaintive howl must also make a save (DC 15 Fort negates) or become deafened for 1d4 rounds.
Typical Characteristics Grievous wailers resemble giant geckos but with heads much too large to be supported by their thin necks and gangly bodies. They walk upright with their single light-sensitive eye focused on the sky above and stand approximately 24 ft. tall. Their wrinkled, leathery skin is usually dark greenish-gray. As they walk, they let out long lonely cries that fill those who hear them with a sense of loss.
Ecology Grievous Wailers wander in areas of intense cold, often towering over the barren, rocky terrain they claim as their own. They follow a bizarrely circuitous route, walking in ever growing spirals and then turning suddenly to run in straight lines from one rocky outcropping to another. They are as likely to ignore those who cross their path as to strike out in a ferocious rage. The reasons for this violent rage is as inexplicable as the route the wailers take. A grievous wailer constantly wanders over a territory as large as 40 square miles, usually resting at locations with unusual rock formations or ruins. As huge carnivores, grievous wailers require such a large territory to support their ferocious appetites.
Habitat and Society Grievous Wailers prefer solitude, only entering each other’s territory for mating. While they are rarely encountered in pairs, smaller scavengers often trail a grievous wailer feasting on the remnants of its kill. These scavengers soon learn that a wailer will never attack a creature that follows it at a distance, only those that cross its path in front of it.
Tactics Grievous Wailers are sensitive to normal light, and prefer to rely on their blindsight—a product of their keen sense of smell—when fighting. If enraged or confronted, wailers release a plaintive howl and then run at top speed towards combat. Every four rounds they let out another plaintive howl.
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KotM fight! Hive Ghoul « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
KotM fight! Hive Ghoul by MARIO PODESCHI
Welcome to the King of the Monsters Contest finals: the hive ghoul is finalist 5 of 10. These submissions are left almost entirely as they were received with the exception that all submissions have had minor alterations for proper spelling (not grammar), formatting, and the addition of an image. Let the fight commence! ______ One bard laughed at the other. “Your face—if we can still call it that—speaks of a most unpopular performance.” “Aye.” “Indeed, indeed, I should have warned you—you have barely enough talent for a duke, much less a queen!” “Aye.” “If you had half a wit about you, you’d have run from the sting of her displeasure.” … “I ran all right, but it followed me.” “You mean they—her royal guard, clad in tabards black and yellow.” “I mean it.” “I know something of insects, my friend, and no single bee—“ “—It wasn’t the bees. It was the thing that carried them.”
Hive Ghoul (Level 6 Elite Controller) Medium natural humanoid XP 500 Initiative +4; Senses Perception +4; darkvision Stinging Cloud aura 2; the aura grants concealment; any living creature that starts its turn within the aura is subject to an attack: +10 vs. Fortitude, 5 poison damage and the creature is dazed until the start of its next turn; see also Stirring the Hive HP 148; Bloodied 74 AC 20, Fortitude 19, Reflex 17, Will 21 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Saving Throws +2 Speed 6 Action Points 1 [M] Claw (at-will; standard) +11 vs. AC; 1d6 + 4 damage, and the target takes ongoing 5 poison and necrotic damage (save ends) [m] Breath of Hornets (recharge 5 6; standard) Close blast 3; +10 vs. Fortitude; 1d6 + 4 poison damage, and the target is dazed (save ends) [c] Direct the Cloud (at-will; minor) Close burst 5; +10 vs. Fortitude; targets any square within range; this square is considered part of the Hive Ghoul’s Stinging Cloud until the end of the Hive Ghoul’s next turn. Stirring the Hive (encounter; immediate reaction) Usable when first bloodied; the range of the Hive Ghoul’s Stinging Cloud aura increases to
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KotM fight! Hive Ghoul « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
3. Alignment Chaotic Evil Languages Common Skills Nature +9 Str 14 (+5) Dex 13 (+4) Wis 12 (+4) Con 18 (+7) Int 14 (+5) Cha 15 (+5)
Appearance Hundreds of large, black and yellow hornets crawl in and out of this warped creature. While some seem content in exploring the gaps and holes of its decaying flesh, most congregate in the large hive they have tunneled into its face, neck, and torso. From the rest of this creature hangs a tough, leathery skin, blotched red with the ignored infection of myriad stings. When their host is engaged in combat, the hornets go berserk, emerging to protect their hive in a wide cloud that the creature directs with waves of its claws.
Tactics A Hive Ghoul begins combat by moving up to a large group of people which it attempts to daze with its Breath of Hornets power. Unless stopped by a skilled defender, it will provoke opportunity attacks as necessary to maximize the effects of its Stinging Cloud aura. If happy with its location or forced to hold still, it trades its move action for a minor action to use its Direct the Cloud power twice.
Ecology A Hive Ghoul forms a symbiotic relationship with a large hive of hornets. These hornets form a hive inside its torso, drawing trace amounts of necrotic energy which the Hive Ghoul then uses to control their actions. While at rest, the hornets brew a sickly honey within the creature’s innards, imbuing it with poisonous claws that can be milked several times a day for their venom. Though the hornets are useful as weapons, they are still herbivores who feed on flower nectar. Over time, they infect their food sources with the same necrotic taint that binds them to the ghoul, blighting the land with sickly and dangerous floral mutations. On occasion, such creatures will also fall under the Hive Ghoul’s control, granting it flesheating plant monsters to supplement its already considerable defenses. Hive Ghouls are favored servants of hags who enjoy blending black magic with the power of the natural world, but they can be found in the hands of any group that would desire a renewable source of venom, from trapsmiths to assassins.
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KotM Fight! Polydoros Kin « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
KotM Fight! Polydoros Kin by CHARLES W. KILEY III
Welcome to the King of the Monsters Contest finals: the polydoros kin is finalist 6 of 10. These submissions are left almost entirely as they were received with the exception that all submissions have had minor alterations for proper spelling (not grammar), formatting, and the addition of an image. Let the fight commence! ______ Quid non mortalia pectora cogis, auri sacra fames! To what actions do you not drive mortal hearts, accursed hunger for gold! —Aeneid III:56-57 According to Vergil’s Aeneid, Polydoros was a Trojan envoy betrayed and murdered for gold. Aeneas later unwittingly disturbs Polydoros’s remains by pulling up myrtle. As Aeneas struggles with the shrub, blood begins to issue forth from it, and Polydoros reveals himself. Although Polydoros himself only wished to be left in peace, there are others like him who lie, enraged, in wait, hoping to wreak vengeance on any living being unlucky enough to stumble upon them… Polydoros Kin appear much as they did at the time of their murder; their bodies, often mangled, bear the wounds inflicted upon them, but are particularly fetid and grotesque because they fester and rot unceasingly. Polydoros Kin retain dim knowledge of their mortal lives, at least enough to recall their hideous fates. Their fury builds for decades or centuries, and is stoked to a roaring blaze if their rest, such as it is, is disturbed. They typically speak whatever languages they spoke in life, though their speech, over time, grows revolting to mortal ears. A typical Polydoros Kin begins its journey as a robbed and dying man, or as a mutilated corpse left to rot on a roadside or in a copse. Whether a the body is interred in a shallow grave by a merciful passer-by or covered gradually by debris and forgotten by time, it is typically discovered accidentally some time later.
Polydoros Kin Medium undead Hit Dice 6d8 + 12 (38 hp) Initiative +8 Speed 30 ft. (6 squares) Armor Class 17 (+4 Dex, +3 natural, touch 14, flat-footed 13) Base Attack/Grapple +4/+6 Attack Claw +6 melee (1d6+2) or bite +6 melee (1d4+2) Full attack 2 claws +6 melee (1d6+2) or claw (1d6+2) and bite +6 melee (1d4+2) Space/Reach 5 ft./5 ft. Special Attacks Degenerate speech, disease, victim’s requital Special Qualities Revolting fetor, horrifying form; darkvision 60 ft. Saves Fort +6, Ref +13, Will +6 Abilities Str 14, Dex 19, Con —, Int 9, Wis 9, Cha 7 Skills Listen +11, Spot +10, Jump +16, Tumble +15 Feats Improved Initiative Environment usually temperate forest Organization solitary
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KotM Fight! Polydoros Kin « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
Challenge Rating 5 Treasure — Alignment CE Advancement — Level adjustment —
Creating Polydoros Kin The secrets of creating Polydoros Kin are little-known, at least to men. These vengeful beings, fortunately rarely encountered, seem to attain undeath after they are murdered for gold. Some speculate that Polydoros Kin are animated by whim of the gods, others that some yet recondite dark magic imbues them with undying furor.
Combat A Polydoros Kin relies heavily on the element of surprise to destroy its enemies. When its rest is disturbed, a Polydoros Kin bursts forth from its earthly sepulcher to maim and murder. Polydoros Kin which destroy their enemies are said to return to their tombs to await further opportunities to wreak vengeance on the living. Degenerate Speech (Ex) Poisoned by hatred and perverted by long years of isolation, the speech of a Polydoros Kin is awful to hear. Those hearing a Polydoros Kin’s wretched utterances must make a DC 14 Will save (the save is Wisdom-based) or be shaken for 1d4 rounds. Disease (Ex) Slimy doom-bite, Fortitude DC 14, incubation period 1 day; damage 1d4 Con Revolting Fetor, Horrifying Form (Ex) A Polydoros Kin’s body exists in a perpetual state of decay. As a result, it continuously emits an overpowering death odor which most humanoids find unbearable. A Polydoros Kin’s appearance is likewise unspeakably hideous, a nightmare of rotting, maggot-ridden flesh and eternally festering wounds. Once a Polydoros Kin bursts forth, all living creatures within 30 ft must who can see or smell it must succeed on a DC 16 Fortitude save or be nauseated for 10 rounds. The save DC is Constitution-based. Sense Interlopers (Su) Polydoros Kin possess a preternatural awareness of the area surrounding their place of burial. They can sense intelligent life within 30 ft, including approximate number of life forces, and can determine when a target is within appropriate range for a surprise attack (within 10 ft). Polydoros Kin are aggressive, lashing out at intruders who enter their territory as soon as they can launch an effective surprise attack. Surprise (Ex) A Polydoros Kin can burst from its burial place as a free action, and without provoking Attacks of Opportunity. Victim’s Requital (Ex) Since Polydoros Kin were victims of violent crime motivated by avarice, ostentation drives them into a frenzy. After bursting forth, a Polydoros Kin targets up to 2 combatants displaying material wealth. A Polydoros Kin receives a +2 to hit and damage against these targets for the duration of combat.
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KotM Fight! Spark « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
KotM Fight! Spark by ADAM DAIGLE
Welcome to the King of the Monsters Contest finals: the spark is finalist 7 of 10. These submissions are left almost entirely as they were received with the exception that all submissions have had minor alterations for proper spelling (not grammar), formatting, and the addition of an image. Let the fight commence! ______ This large mote of electrical energy floats menacingly nearby, erupting in a shower of sparks and tendrils of electrical discharge as the creature charges forth, headstrong into its enemies, disappearing in an instant leaving only the whiff of ozone… When a great storm rips across a world in the Material Plane, it sometimes tears rifts between the planes and lets loose base creatures composed entirely of elemental energy, yet embodied with a sentience resembling the denizens of its new home world. A spark, also called an ampere by those studying such phenomenon, does not intend to understand other creatures; it only wishes to use them as a conduit for their unbridled energy.
Spark (CR 5) XP 1,600 N Tiny outsider (air, elemental, extraplanar) Init +9; Senses darkvision 60 ft.; Perception +10 DEFENSE AC 22, touch 17, flat-footed 17 (+5 Dex, +5 natural, +2 size) hp 39 (6d10+6) Fort +3, Ref +7, Will +3 DR 5/—; Immune electricity, elemental traits OFFENSE Spd 10 ft., fly 60 ft. (perfect) Melee shocking grasp +6 (5d6 electricity) Space 2 1/2 ft.; Reach 0 ft. Special Attacks inhabit Spell-Like Abilities (CL 7th) At will—shocking grasp 3/day—lightning bolt (DC 17) 1/day—call lightning (DC 17) Save DCs are Charisma-based TACTICS Before Combat A spark lies in wait for an appropriate victim, controlling its light output or inhabiting a mundane metallic object. During Combat A spark sizes up its combatants and chooses the strongest victim to inhabit. Once inside a victim it attempts to use the new vessel to deliver shocking grasps or casting lightning bolt or call lightning against distant enemies. If ejected from a creature, a spark immediately tries to inhabit another victim. Morale Clever enough to know when the fight is lost, a spark stays in a victim long enough to feel them perish, but flees combat if unable to inhabit other enemies. STATISTICS
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KotM Fight! Spark « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
Str 4, Dex 20, Con 12, Int 10, Wis 12, Cha 18 Base Atk +6; CMB +9; CMD 16 Feats Improved Initiative, Weapon Finesse, Ability Focus (inhabit) Skills Fly +26, Knowledge (planes) +9, Perception +10, Spellcraft +9, Stealth +22 Languages Common, Auran SQ elemental traits ECOLOGY Environment any Organization solitary or pair Treasure none SPECIAL ABILITIES Inhabit (Ex) As a standard action, a spark can attempt to infuse itself within a mortal host. The spark must make a successful touch attack against a Medium or smaller creature, which can be combined with the touch attack from its shocking grasp spell-like ability. This action draws no attack of opportunity. The victim of this attack must succeed on a DC 17 Will save or become inhabited by the elemental. Once merged with the victim, the spark can choose to lurk just beneath the surface, or use its spell-like abilities through the host. Each time the spark attempts to use a spell-like ability the victim can attempt a new saving throw to expel the creature. While inhabiting a creature, a spark takes no damage from physical attacks, quarter damage from energy effects, and half damage from force effects. The victim of this symbiosis gains the creature’s Dexterity and Charisma score, but otherwise keeps all normal statistics. Victims harboring a spark gain none of the creature’s natural immunities. A spark can attempt to control the victim’s actions beyond spellcasting, but usually the speech and actions seem jerky and erratic to its peers. To resist this dominance, the victim must succeed on a DC 17 Will save each round their normal actions are compromised. In addition to creatures, a spark may inhabit unattended metallic objects indefinitely. This ability is equivalent to a 5th level spell and is Charisma-based.
Ecology Fueled by frenetic thought patterns and erratic actions, a spark jolts through its new world in search of a physical body, drawn by an urge to know form. Some accomplished spellcasters seek sparks for symbiosis. Sorcerers with elemental bloodlines or clerics devoted to deities with elemental domains reach an agreement with these strange creatures and allow them to ride within their bodies. Consider any NPC having a voluntary, symbiotic relationship with a spark to be CR +2. Sages suggest other elemental forces similar to sparks exist, embodying the other elemental energies, perhaps even sonic and force.
Habitat and Society Rare and single-minded, only in the most unique circumstances do these creatures meet one another. On rare times when these creatures form on the Material Plane, they have an alternately charged mate from who they never travel more than 300 feet. These pairs are particularly dangerous to the already storm-soaked region. Crackling with energy too quickly used up, sparks rarely survive longer than a year, even within a symbiotic relationship with a mortal form. When they expire, they simply wink out, and sages hypothesize the creatures simply return to the fabric of the elemental plane.
http://www.koboldquarterly.com/k/article3586.php[14/01/2010 21:15:27]
KotM Fight! Treacle « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
KotM Fight! Treacle by CRYSTAL FRASIER
Welcome to the King of the Monsters Contest finals: the treacle is finalist 8 of 10. These submissions are left almost entirely as they were received with the exception that all submissions have had minor alterations for proper spelling (not grammar), formatting, and the addition of an image. Let the fight commence! ______ Nerves steeled against the horrors of impending combat, you almost feel a pinch of disappointment to discover that the shuffling noises came not from a beast, but instead a small kitten with an injured paw. It looks up at you in fear and surprise and mewls softly…
Treacle CR 3 600 XP N Tiny ooze (shapechanger) Init -2; Senses blindsight 60ft.; Perception -4 DEFENSE AC 10, touch 10, flat-footed 10 (+2 size, -2 Dex) hp 34 (4d10+12) Fort +4 Ref -1 Will -4 Immune ooze traits OFFENSE Speed 15 ft., climb 10 ft. Melee slam +0 (1d2-3, plus poison) or 2 slams +0 (1d2-3, plus poison) Space 2 1/2 ft. Reach — Special Attacks blood drain, poison TACTICS Before Combat Immediately upon detecting prey, they use their Reshape ability to assume a nonthreatening form. Afterwards, they mewl or sing to attract attention. During Combat Treacles prefer to drain blood slowly and subtly, ideally while their prey sleeps or is paralyzed. Morale If threatened or injured, treacles flee. STATISTICS Str 4, Dex 6, Con 17, Int —, Wis 1, Cha 6 Base Atk +3; CMB -2; CMD 6 Feats — Skills Disguise +8; Racial Modifiers Disguise +10 SQ Charming Presence. Reshape ECOLOGY Environment temperate forests and underground Organization solitary or nests (2-8) Treasure incidental SPECIAL ABILITIES Blood Drain (Ex): Once a Treacle has skin-to-skin contact, it can slowly siphon blood from its victim. Blood drain inflicts one point of Con damage every 30 minutes. Thanks to
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KotM Fight! Treacle « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
the treacle’s natural poison, this blood drain is subtle, requiring a DC 20 Will save to notice. The victim in allowed a new save every time a point of Con is lost. Charming Presence (Su): Treacles radiate a faint aura of divination, and have the uncanny ability to sense and mirror emotions. This often gives them the illusion of rudimentary cunning, though all they actually do is show what an observer thinks they’ll see. Treacles use Disguise to oppose any Sense Motive or Knowledge skill checks made to see through their ruse. Poison (Ex): Treacles excrete a mild anesthetic. Like their Blood Drain, the poison is subtle, requiring a DC 20 Will save to even notice the effects. Contact. save Fortitude DC 13; frequency 1/round for 4 rounds; effect 1d4 Dex. The save DC is Constitution-based. Reshape (Ex): Treacles can assume new forms easily. Being an extraordinary ability, spells such as true seeing will only reveal the Treacle’s mild aura of divination, not their true form. A reshaped Treacle gains the movement methods of it’s new form, but no other special qualities, and can only assume the form of creatures or objects its own size. Reshape grants the ooze a +10 bonus to the Disguise skill (already factored in the their skills, above). As mindless oozes, treacles cannot reshape consciously. Instead, they assume their forms based on what the nearest creatures finds non-threatening or appealing. They generally hold a shape for several hours once assumed, even if their original victim is no longer present.
Ecology A curious bunny, an abandoned infant, or a delicate songbird can spell slow and agonizing death for the unprepared. Beneath any of these facades may lurk a treacle waiting to feed on a gullible victim. Whether by natural selection or arcane tampering, these compact oozes prey on kindness. Treacles feed on blood but lack natural weapons or the acid of larger slimes. To survive, prey must welcome and embrace them, unaware of the threat. Their soft bodies absorb psychic impressions and take the shape of whatever nearby creatures find least threatening. In the wild, treacles assume the form of an animal’s offspring to lie close for several hours. Among humanoids, this ability manifests by transforming them into pets, infants, or injured animals. In the most horrific cases, these oozes even transform into children’s toys. Once sated, treacles detach from their host and find a cool, dark place to digest. Provided with suitably large and receptive prey, they instead remain in place and eventually divide into two fully-grown oozes. Rarely, a mutation will prevent mitosis, and the sterile treacle will instead grow in size. The largest mimic human children and the elderly. Being mindless, treacles cannot act or plot. They simply move towards a food source. Their sensitivity allows them to react as their target might expect, but they cannot speak or otherwise behave intelligently. This keeps their numbers low in civilized areas. Still, one undetected treacle in a village can easily grow into dozens and decimate the population.
Typical Physical Characteristics Treacles are small, less than six pounds. Their natural forms, on the rare occasions they are glimpsed, are pale and iridescent, like oil on fresh milk. After feeding, treacles take a deeper brown hue, though remain glossy and opalescent.
http://www.koboldquarterly.com/k/article3595.php[14/01/2010 21:16:35]
KotM Fight! Wendigo « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
KotM Fight! Wendigo by MATTHEW CICCI
Welcome to the King of the Monsters Contest finals: the wendigo is finalist 9 of 10. These submissions are left almost entirely as they were received with the exception that all submissions have had minor alterations for proper spelling (not grammar), formatting, and the addition of an image. Let the fight commence! ______ A far more horrific beast stalks the moors, forests, and hills of the land than vile goblinoids and mischievous fey. Those creatures have limits. Not so the cannibalistic wendigo. This monstrous spirit is glutton incarnate; it is nature’s reflection of mankind itself in all of its wanton need and avarice. The wendigo stands gaunt and tall, an emaciated and pale ghost of a man. A low moan of hunger issues forth from its gaping mouth full of gnarled and jagged teeth. This is the sound of nature’s vengeance, the sound of man’s rumbling appetite echoing back…
Wendigo Lore Nature DC 19: Wendigo are natural spirits that embody unyielding hunger. They seek only to possess corporeal bodies so they may eat and quell their appetite. This is a fruitless endeavor. The wendigo’s appetite cannot be sated. Nature DC 24: These insubstantial spirits most often arise in areas of environmental tension, such as deep mines, widely harvested forests, plague-ridden cities, and battlefields. The prevailing theory amongst sages and conjecturers is that the wendigo is a primal response to mankind’s encroachment upon pristine natural settings. In short, wendigo are nature’s retaliation against the pillaging of its resources.
Wendigo (Level 16 Solo Lurker) Medium natural magical beast (XP 7,000) Initiative +15; Senses Perception +17; darkvision Gnawing Hunger aura 3; (only when wendigo is bloodied); creatures who start their turn in the aura take 5 damage and grant the wendigo combat advantage. HP 399; Bloodied 199 (see Devour Spirit) AC 30; Fortitude 28; Reflex 27; Will 29 Immune disease; poison (only when not possessing a body); Resist insubstantial Saving Throws +5 Speed 6 , fly 6, phasing (fly and phasing only when not possessing a body) Action Points 2 [M] Cannibal’s Touch (standard; at-will) ◊ Psychic Usable only when not possessing a body; +19 vs Reflex; 2d8 + 7 psychic damage. Secondary Attack—+19 vs Will; as a free action the target makes a melee basic attack at the nearest non-insubstantial creature. [M] Ravenous Grasp (standard; at-will) Requires a possessed body; +19 vs Reflex; 2d8 + 7 damage and the target is grabbed (escape ends). [m] Voracious Bite (minor; at-will) Target must be grabbed; +19 vs Fortitude; 3d8 + 7 damage and ongoing 10 damage (save ends).
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KotM Fight! Wendigo « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
[m] Devour Spirit (standard; at-will) The wendigo possesses a body. If this body is unconscious or dead, no attack roll is needed. A wendigo can possess an aware creature only if it is bloodied; it does so with the following attack: +19 vs Will; the target is possessed (save ends). While possessing a body, the wendigo has the following traits:
It loses insubstantial, flying, phasing, and cannibal’s touch; It gains temporary HP equal to its target’s bloodied value. When these temporary hp are expended the wendigo is ejected into an adjacent square and dazed until the end of its next turn. The possessed body falls to the ground with -1 hp; If the target makes its saving throw, the wendigo is ejected into an adjacent square and dazed until the end of its next turn; Any attempts to heal the possessed target does not allow it to regain hp or make extra saving throws; however, any hp that would be regained does damage to the wendigo; The wendigo may end its possession as a minor action. It materializes in an adjacent square of its choice. Alignment Chaotic Evil Languages — Skills Nature +17 Str 13 (+9) Dex 17 (+11) Wis 19 (+12) Con 19 (+12) Int 7 (+6) Cha 23 (+14)
Tactics A wendigo’s insatiable hunger makes the beast wildly aggressive in combat. Possessing a body with devour spirit is a wendigo’s chief priority. It will often keep is action points in check, so that it may spring this attack the moment an opponent is bloodied. When in possession of a body, the wendigo has even fewer qualms about wading into battle. Nearly all of the damage it takes during that period instead harms its host. Possessing a body allows the wendigo to use ravenous grasp followed by voracious bite in an effort to stem its hunger; accordingly it will use these powers as often as possible. The wendigo knows only hunger. It does not retreat nor does it parley. It only devours.
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KotM Fight! Zaglossus « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
KotM Fight! Zaglossus by DAVID POSENER
Welcome to the King of the Monsters Contest finals: the zaglossus is finalist 10 of 10. These submissions are left almost entirely as they were received with the exception that all submissions have had minor alterations for proper spelling (not grammar), formatting, and the addition of an image. Let the fight commence! ______ This dusky quadrupedal creature is powerfully built and bristles with long vicious quills. The monster’s headless torso bleeds an oily, viscous slime from the clenched orifice between its shoulders. A muscular black tentacle darts out from the weeping hole, dripping with dark mucus and lined with sharp teeth. A floating halo of disembodied eyeballs surrounds the creature…
Zaglossus (CR 9) 6,400 XP NE Large Aberration Init +0; Senses tremorsense 60 ft.; Perception +19 DEFENSE AC 25, touch 9, flat-footed 25 (+16 natural, -1 size) hp 147 (14d8+84); regeneration 5 (silver) Fort +12, Ref +4, Will +11 Immune acid; Resist fire 20, electricity 20; SR 24 Weaknesses faceless OFFENSE Spd 30 ft.; burrow 20 ft Melee Tentacle +15 (1d8+6 [15-20 critical] plus grab), 2 claws +9 (d6+2) Space 10 ft.; Reach 10 ft. (30 ft. with tentacle) Special Attacks augmented critical, constrict (1d8+6), steal features Spell-Lilke Abilities (CL 9th) At will—grease (DC 13), meld into stone, spider climb 3/day—black tentacles, rusting grasp (DC 16), stone shape, telekinesis (DC 17) STATISTICS Str 19, Dex 10, Con 23, Int 10, Wis 15, Cha 15 Base Atk +10; CMB +16 (+22 grapple); CMD 26 (+30 vs. trip) Feats Blind-Fight, Critical Focus, Great Fortitude, Improved Critical (tentacle), Improved Grapple, Vital Strike, Weapon Focus (Tentacle) Skills Intimidate +19, Knowledge (local) +17, Perception +19*, Stealth +13 Languages Common, Undercommon ECOLOGY Environment any underground Organization solitary plus 4-24 organs Treasure 4,250 gp SPECIAL ABILITIES Animate Organs (Su): After one round of soaking in the Zaglossus’ potent mucus, removed facial features animate under the creature’s magical control. This control lasts for up to 14 days after the Zaglossus last tends to the organ, until the body part is
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KotM Fight! Zaglossus « Kobold Quarterly Magazine: Monsters and Magic for D&D Gamers
destroyed or reattached by its original owner. Reattaching a body part is a full-round action that provokes an attack of opportunity.
Eyes: The eyes are animated (use statistics of prying eyes), and provide vision for the Zaglossus. These eyes keep any extraordinary vision types they possess, such as darkvision or racial bonuses to Perception checks, plus any gaze attacks or eye rays. Each additional eye within 30 feet provides a +2 bonus to vision-based Perception checks. Ears: The ears provide hearing for the Zaglossus, including any racial bonuses to Perception checks. Each additional ear within 30 feet provides a +2 bonus to hearing-based Perception checks. Nose: The Zaglossus can smell and breathe through the nose, preventing suffocation, drowning or inhaled poisons while the nose has access to fresh air. Each additional nose within 30 feet provides a +2 bonus to smell-based Perception checks. Tongue: The Zaglossus can speak remotely through any of its animated tongues. For each additional tongue within 30’ of the Zaglossus, increase the caster level of its spell-like abilities by 1. Augmented Critical (Ex): A Zaglossus’ tentacle is razor sharp and threatens a critical hit on a roll of 18-20. Faceless (Ex): A Zaglossus has no natural ability to see, hear, speak or breathe. It relies fully on animated organs to achieve these tasks. Steal Features (Ex): On a successful critical hit with its tongue, a Zaglossus wiggles its slimy proboscis into a creature’s face, removing a part.
Eyes: The target is blinded. Ears: The target is deafened. Nose: The target loses its sense of smell. Tongue: The target becomes mute and cannot speak or cast spells with a verbal component. Teeth: The target is nauseated by pain for 2d4 rounds.
Ecology Zaglossi are a cursed race of alien monstrosities which hatch headless from leathery eggs. During its first desperate moments to avoid asphyxiation, the infant creature steals organs from a sacrifice proffered by its parent. Zaglossi spend the rest of their lives collecting an eclectic mix of organs from as many different creatures as possible, delighting in the torment inflicted on the maimed. A Zaglossus’ diet consists exclusively of bones, and teeth are considered a special delicacy. The Zaglossus’ thick and viscous slime provides the creature with incredible healing and a magical link to organs suspended within. The healing powers of the slime are such that an organ can be reattached to a creature merely by pressing the severed part to the bloody stump. The mucus’ alien chemistry is disrupted by contact with silver.
Habitat and Society Zaglossi are solitary creatures that reproduce asexually, with genetic diversity drawn from their prey’s captured organs. Infant Zaglossi are independent after their first meal and soon colonize a new underground lair some miles away. Zaglossi generally lair near humanoid settlements, observing their victims from afar through their servitor eyes before ambushing prey from underground. Towns under the depredations of a Zaglossus often leave their children’s infant teeth in a water-filled ceramic bowl at night as tribute for the beast. In the morning, the townsfolk use the slimy water as medicine to heal all manner of ailments.
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