Tuesday, February 19, 2019

003 Bugbears!

Mentions

Variants

Ray's Bigfoot Bugbears

This evolved species of bugbear is even taller and harrier than it's progenitors. Surprisingly, given the odious habits of standard bugbears, the Bigfeet are evolved in mind as well as in body. They are quite intelligent and use violence only as a last resort. Harried by so-called civilized people who can't see the difference between the Bigfeet and their low-brow cousins, they have retreated into seldom-travelled corners of The Wild. Most live alone, wandering a well-defined territory, but once a year, on the longest night, they gather together for a night of revelry in which they descend into their more savage natures. Having spent this energy, they go their separate ways in the morning and don't like to talk about what happened with each other, let alone outsiders. Some are killed at these revelries. But also there are unions that bear fruit.

Solitary, large, intelligent

Instinct: to be left alone and repress their savage nature
Move: know every leaf and stone of their territory, read the stars, lose control of their temper.

Fists (d8+5, close, reach, forceful), 10 HP, 1 Armor

Logan's Old John Broken Teeth

Group, Organized, Intelligent, Terrifying

Dagger (d8 damage) 6 HP, 3 Armor
Hand, Close

Special Qualities: Expandable Jaw

They call him Old John Broken Teeth and he’s killed many a lonely traveler along the narrow forest road to Hillbrook. The few survivors who claim to have seen him say he’s taller than a rearing horse but his body is thin and covered in dark, greasy fur. They claim his mouth can open wider than your shoulders and it’s full of jagged teeth.
What they don’t know is that John is just one of several large predators that hunt in a pack but rarely reveal more than one of them at a time. Their usual tactic is to frighten their prey by leaping out at them and then slipping back into the woods to allow for partners to do the same. When the victim is worn out, they close in and make the kill.

Instinct: Take an easy victim

Climb with great speed
Wound a leg with a deep scratch
Attack from all sides

Thursday, February 14, 2019

002 Trolls!

Mentions

Variants

Logan's entry: The Troll’s Lovely Daughter

She appears when time is short and the traveler is eager to move on. At first sight she looks like an old woman lying in a ditch. Upon closer inspection, her nose is inhumanly large, she has a mouth full of sharp, finger-length teeth, and a tail like a cow’s can be seen pinned under one leg.
The frightful creature will wail and cry, telling the adventurer that she’s fallen ill and her mother is looking for her. The hero will hear the voice of a woman in the distance fussing over her lovely daughter who is missing. The troll in the ditch will ask for the sap of seven trees that are scattered throughout the woods. The first character to commit to helping her will be rewarded with one reroll per session for which they need to describe how the elements shift to help them.

Instinct: Test the compassion of those in a hurry
  • Fill their minds with the desperate call of a parent
  • Confuse the path
  • Influence a companion animal

Ray's Hook-Nosed Sand Troll

Today their realm is a terrifying desert of harsh winds and sliding dunes, but once it was a lush, dense forest. The elves dwelled in it, and as happens with places they dwell in, the trees began to awake. But nearly two centuries ago the desert to the south began encroaching on the forest. Why did the climate change? Did it have anything to do with the rise of The Bone Lord? Who knows. 

The trolls of the forest remained, walking among the ghosts of trees that can no longer be seen by anyone but themselves. They are tall and thin with whipcord muscles and splayed feet. They have lost their voices and speak only with slow, weaving gestures of their long arms and spidery hands. Humans call them the sand stalkers because they gather around interlopers to drive them out. The elves call them the Guardians. Either way, interlopers disturb the ruminations of these strange creatures, disrupting their connection to the spirit world by simply interjecting a focal point of reality. The trolls always want to drive out other intelligent species not indigenous to the area – by force if necessary.

(Cannot regenerate unless recently hydrated by a freak rainstorm or an oasis. Not particularly susceptible to fire because of their dense tissues.)

Group, mute

Instinct: to tend the forest
  • Cover large distances quickly in any weather
  • See things of the spirit
  • Relentlessly stalk interlopers
  • Communicate without a voice
Claw (d8+3, close, reach, forceful), 14 HP, 1 Armor



Thursday, January 31, 2019

001 Rat Folk!

The Monster Brothers monster podcast is a collaboration between Logan Howard and Ray Otus. 

Mentions

Variants

Ray's Blood Rats

Blood Rats live in colonies ruled by a queen, who mercilessly guards her position against rival females. While all individuals are vampiric, the queen can transform the blood of victims into a wildly intoxicating drug with her catalytic saliva. This triggers an insane orgy that is part feeding frenzy and part breeding ritual. Typical workers are pale creatures, with veins visible through their skin. They wear no clothes, but sometimes have bags slung over a should and they will wear tinted goggles if going into lighted areas.

Tags: horde, small, devious, organized, intelligent, burrowing. 

Instinct: to bring captives to the queen for a blood orgy

Moves: 
  • Play dead (low metabolic rate)
  • Shrug off disease & poison (resistant to cancer, oxygen dep.)
  • Spread disease, intentionally or otherwise
  • Dig their way out
Stats: Fangs or digging claws (d6, hand, 2 piercing, vampiric bite), Armor 0, HP 5. 
On a successful bite, the victim is drained of some blood and gets the Shaky (DEX) and Sick (CON) disabilities. Lasts until you rest and eat/drink.

Logan's King of the Cheapside

The King of Cheapside is a three-headed were-rat who is tall enough to loom menacingly over most humans. From the back alleys of the dirtiest neighborhoods to the Queen’s own inner circle, the lord of lopsided deals pulls the strings. He doesn't let enemies engage him directly, relying on his rat-ogre bodyguards for protection. If he does have to fight, he's very skilled with his rapier and will fight dirty as opportunities allow. He wears a mail shirt under his doublet and always carries vials of noxious gas in case he needs to escape.

Tags: Solitary, Stealthy, Intelligent, Hoarder

Instinct: Rise ever higher while remaining just out of reach of justice

Moves:
  • Disarm them with a swipe of his tale
  • Smash open a vial that makes the party expel the contents of their stomachs and swipe at their burning eyes
  • Create a diversion, attack, and cast an insult all at once 
Stats: Rapier (b[2d10+2] damage, 2 piercing, close), 12 HP, 4 armor