So here is a collection of Monsters for the October 29th Monday Monster thing I signed one to do. It gives ma a chance to lay a little bit of lore about Ganth on the table for everyone and practice stating monsters. Of course don't take the stats to heart and if and when I play test them they may change, but that's half the fun right?
Be sure to check out what everyone else is doing today by clicking on the link!
O Ocularian Master
However, in Ganth's current time line the Ocularian Master's are but scouts, bent on ruling all time lines of Ganth. but the mighty deeds of heroic Adventurers have thus far kept the Masters from gaining so much as a foot hold in this time.
Horrid creatures the Ocularian Master is a spherical creature with several eyes spread across its body. A large circular mouth open underneath the creature lined with horrid yellow teeth. When the Ocularian Master hungers it extends its tough internal organs and tentacle out of its mouth to attack and consume its prey.
The Ocularian Master also has the unique ability to teleport through space, and travel through time. With this ability it is very hard to fully capture or defeat the creatures. However the Ocularian Master seems to have a very loose grip on the current time line and because of this they can not fully change the course of history.
Ocularian Masters can cast strange energy beams from their numerous eyes, ranging from simple telekinesis beans for manipulation to the dreaded Time Verge Beam that can literal wipe a creature from existence. However as stated above these beams are limited in their uses in this current time line.
Hit Dice: 8
Armor Class: 3 (eyes: 1)
Attacks: Bite (1d6 + poison or entangle+paralyze)* or Eye Beams
Saving Throw: 9
Special: Eye Beams (see below)
Challenge Level/XP: 12/1600
Special: Eye Beams (3 can be fired per round)
1. Heat Ray (1d4) Unlimited uses
2. Cold Ray (1d4) Unlimited uses
3. Sun Ray (1d8, Blinded for 1d4 rnds, double damage to undead) 3x per Day
4. Dark Beam (1d8, Blinded for 1d4 rnds, Heals undead eqaul to damage rolled) 3x per Day
5. Fumble Ray (Save or lose next round to recovering from fumble) Unlimited uses
6. Time Verge Beam (Save or Die) once per day
*Poison (save or take 1d6 damage), Entangle(Roll of 1-1d6 after a succesful bite), Paralyze (Save or be paralyzed for 1d4 rnds, after succesful entangle.)
C Crawling Husk
The Crawling Husk is the horrid creation of vile necromancers that also practice the art of flaying a person alive. After the vile act, the kin is then prepared for reanimation while the victim yet lives. Quickly the spells are cast as the last bits of life leak from the victim. After one day and one night the Crawling Husk animates and serves it creator for one year, after which the Husk rots away in mere moments.
The Crawling Husk has the ability to "consume" a victim and thereby gain the victims shape, even its memories, yet under the complete control of the Necromancer. Vile indeed, the Crawling Husk is used by Necromancers to act as spys or assassin. Among the Order of Fit and the Illusionists the Crawling Husk has proven to be an effective tool in their dark trade.
Hit Dice: 2
Armor Class: 8
Attacks: 1 (Engulf)
Saving Throw: 10
Special: See Below
Challenge Level/XP: 4/800
Special: Once a Crawling Husk assumes an identity, it can mimic all properties of the creature except for magical abilities or magical special abilities.
T Timber Lion
A Timber Lion is a uncommon large predatory cat found in the northern forests of Ganth. What is unique about the creature is its close ties to Bugbears. Bugbears often use the cats as watch animals or attack animals, the cats superior animal intelligence and chaotic bent make for a natural companion for many types of Goblins, however their aggressive nature is to much for smaller goblins. Bugbears treasure the animals and breed them, attempting to breed the best qualities into a long family of cats.
Timber Lions are task with a more devious mission. Bugbears cannot breed because they lack a females in their race because of this, Bugbears use the cats and its unique ability to move and pass through vegetation utterly silently. This allows the cats to kidnap children from forest dwelling races, like elves and humans. The children are then over a period of weeks changed into Bugbear young to be raised as prober Bugbears.
The Timber Lion can use its natural ability to shift the color of its fur to match the forest environment. It can also move utterly silent in the woods. The cat does not roar, but makes a screaming sound that sounds very much like a woman in distress, some cats can even be trained to mimic women's cries for help.
Rare and pedigree breeds of Timber Lions can gain rudimentry intelligence. With this they can speak and make more devious attacks and ambushes, these Greater Timeber Cats tend to become Pride leaders in the Wild, and when bonded with a Bugbear trainer can become one half of a very lethal assassin team sometimes used by the Order of Fit.
Hit Dice: 5
Armor Class: 6
Attacks: 3 (Claw/Claw/Bite) 1d4/1d4/1d6
Saving Throw: 10
Special: Camouflage (Invisible in Natural environments)
Challenge Level/XP: 8/600
Special: Mimic Voices
It was during Adzard's final push into the once glorious Bright Nations, that the Olug's betrayed the will of Adzard. Seeing a flaw in Adzard's battle plans the Olug general, Fraxus used the flaw to weaken Adzard's army and then turn portions of the army against Adzard. It was to late for Adzard to correct his mistake, the Olug's where successful in their betrayal, with Adzard's dying breath he issued a curse upon the Olugs, form that point on the Olugs would no longer be able to breed true, each generation would grow more and more devolved, slowly becoming less than the ogres they where created from.
Olug's tend to be long lived, some of the first generation are even alive today. With each generation the Olug's have become more and more a degenerate race, the current generation is hardly more intelligent than common apes. General Fraxus yet lives and dwells in the ruins of Adzard's tower, having spent hundreds of years in a vain attempt to over come the curse placed upon his race.
Olug's are fear by many races on Ganth but Ogres fear them the most, because of their closeness with the Ogres, Olugs have enslaved Ogres and use them in horrid experiment to either remove the curse or replicat their creation. As men fear the bogeyman, so does the Ogre fear the Olug.
Olug's despise humanity, even the current generation has enough intelligence to know its utter hate for humans, maybe it is because of the ties Ogres have with humans or that Adzard was human himself, no one has bothered to ask. Olugs enjoy human flesh, and hunting humans for sport.
Hit Dice: 12
Armor Class: 1
Attacks: 1(Slam) 1d12
Saving Throw: 10
Special: 25% Chance to have Arcane powers (See Below)
Challenge Level/XP: 10(15)/1600(2000)
Special: Some Olug's have maintained a connection to their ancient heritage and are capable of casting spells as if they where magic-users at one half their Hit Die.
B Blue Fungi of Zerth
The Blue Fungi serves the summoner for the full length of winter, and prefers colder environments. Used by the Blue Mages as guardians, servants and soldiers, the creatures are fanatically tied to the Blue Mages.
The horrors have three pseudo-pod like legs with two crab like arms, its pear shaped body has a huge maw rimmed with large fangs. From the maw vile fumes and spores drift as the creature moves, any living creature within melee distance of the Blue Fungi can suffer from Blue Rot, a horrible condition that slowly turns the victim into a Blue Fungi. Blue Fungi created this way become free willed and are able to stay on Ganth indefinably as long as they stay in cold environments.
Spring and summer tempetures are lethal to the Blue Fungi, killing them in days, Fire based attacks do triple damage against the Blue Fungi. Blue Fungi are very intelligant and do their best to insure their offspring are created. Blue Mages are immune to these effects.
Blue Fungi of Zerth
Hit Dice: 15
Armor Class: 1
Attacks: 2 (Claw/Claw) 1d8/1d8
Saving Throw: 5
Special: Vile Fumes, Swallow
Challenge Level/XP: 13/2500
Special: Vile Fumes require a save or the victim succumbs to Blue Rot. Blue Rot can only be cured by quests of equal challenge as the Blue Fungi. No two cures are ever the same.
Two successful claw attack enable a Blue Fungi to swallow a victim doing 1d12 points of damage per round till the victim is digested or freed from the Blue Fungi's gut.
E Ether Bug
Thought to be the creation of Mad Wizards of the City Wynter, the Ether Bug was at one timed used to protect and spy on the many doorways to the Ethereal Plane scattered through out Wynter.
Ether Bugs cannot exist outside of the Ether however inside the limits of Wynter on foggy days or nights Ether Bugs have been known to breach the barrier between the planes and hunt along the fog covered streets of Wynter.
Hit Dice: 2
Armor Class: 6
Saving Throw: 15
Special: Requires a +1 or similar blessed weapon to be struck
Challenge Level/XP: 5/80
The feared Removers are strange alien creatures some believe to be the rejected servants of some mad and dead ancient god. Remover gained their name by their perceived occupation, removing those that get to close to uncovering some secret or another. regardless as to what the secret is, a Remover may appear and attempt to kidnap or kill the one trying to uncover the secret, regardless as to how trivial the secret may be.
Removers seem to be drawn to the uncovering attempts of secrets, either feeding of the knowledge or being so appalled by it, they hunt the individual. Kidnapped victims never return, and as to where the Removers take their victims it is unknown.
Removers can shift their bodies to meet the needs of their situations. This also means Removers never carry equipment or gear. They simply form from their bodies anything they may need.
Removers usually appear in groups of four or more depending on how important they feel a secret is. However it has been know for Removers to appear in the hundreds for simple little secrets as trivial as one favorite color.
Hit Dice: 2
Armor Class: 5
Attacks: 1 (Various)
Saving Throw: 10
Special: Shift Shape
Challenge Level/XP: 6/180
Special: Remover can an will shift their shape every round if possible, they can shift their forms to match almost any situation they come upon. From needing extra limbs to fight with to growing wings to fly, Removers can mimic almost any physical ability represented in nature. Game Masters should know however other than a few minor adjustments to AC or Movement the Remover cannot increase his size nor can he push the limits of his Hit Dice or Challenge Level.