themattjon Level 5 Thaumaturgist member is offline
Frank Frazetta's The Silver Warrior (1972)
Joined: Jul 2007 Gender: Male Posts: 296 Location: Midcoast Region, Maine (USA) Karma: 9
Creature Features « Thread Started on Aug 18, 2010, 4:11pm »
Thrust upon you, despite popular demand! The format that follows is the same as for the Creature Features found in the fanzine The Strategic Review. It was the first appearance of famous monsters like the Mind Flayer, the Roper, and everyone's favorite golem: CLAY!
Beastial (Beastman or Sub-Man)
Number Appearing: 10-100 Armor Class: 8 Move: 12" Hit Dice: 2 % in Lair: 40% Treasure Type: D Hit = 1-6 or by weapon type Low Intelligence Alignment = C
Beastials are primitive, hairy humanoids, somewhat resembling apes. They are rumored to be some kind of mutant or experiment gone wrong. They are often a threat in caves, caverns and other hilly areas. Those not under human control will often follow the biggest member of their group, who fights as an Ogre (as does his 2-4 bodyguards). Beastials normally use weapons like spears, clubs and axes, but can be trained in other methods of warfare.
Bile
Number Appearing: 1 Armor Class: 8 Move: 3" Hit Dice: 5-12 % in Lair: - Treasure Type: Nil Hit = 2 dice (2-12) Non-Intelligent Alignment = N
A disgusting reddish blob, covered with hairy warts and pus-filled blisters, this member of the "clean-up crew" is the dungeon delver's worst nightmare. It will do two dice of damage to any creature it touches. Fire or cold will hurt it, but weapons only serve to spray the attacker with diseased filth (as a Mummy's rotting disease) and lightning will heal, rather than hurt the foul beast. Some Biles will grow to the point of being colossal horrors, with up to 12 Hit Dice (and doing three dice of damage) and Average Intelligence. These fortunately rare things are called Vicious Biles by the few who have survived them.
Cthonic Wyrm (Dweller Beneath or Great Wyrm)
Number Appearing: 1-4 Armor Class: 6 Move: 6" Hit Dice: 15 % in Lair: 25% Treasure Type: D Magic Resistance: 10% Hit = 4 dice (4-24) or see below Semi-intelligent Alignment = C
A huge (30'-100'), dark, worm like creature with a face full of writhing tentacles, this terror is thankfully quite rare. Cthonic Wyrms are often mistaken for dragons, hydras, even gorgons by the unwise and are rumored to be a curse on the land from dark and ancient gods. The beast travels underground, bursting up on prey and surprising on a 1-4. When attacking, it either (1-3) rears up and slams down on those smaller than itself for 4-24 points of damage, or (4-6) curls back it's tentacles, revealing a sucker-like maw that spews forth a flammable gas that petrifies those who breath it (on a failed save). A Cthonic Wyrm uses it's tentacles to draw subdued food to it's maw for feeding.
Fathom Phantom (Deep One)
Number Appearing: 10-100 Armor Class: 3 Move: 12"/24" Hit Dice: 3 % in Lair: 90% Treasure Type: Z Hit = 1-6 or by weapon or 2 Claws = 1-3 pts. Bite = 1-6 pts. Average Intelligence Alignment = C
These mysterious fish men are from deep beneath the waves, often finding their way to small, coastal towns and villages for nefarious purposes. They have gray scales of various shades with pale underbellies and will sometimes wear a harness for carrying tools and weapons (often spears, tridents and daggers made from coral and stranger materials). They deal with many Chaotic beings (even men), but only come out at night as they come from a strange realm of darkness and silence themselves. It is said that communities who deal with these ghastly things for too long begin to resemble them physically and become detached from the rest of humanity. Beware the traveler who docks to such a town for even one night!
Fell Beast (Night Horror)
Number Appearing: 1-4 Armor Class: 6 Move: 12"/48" Hit Dice: 3 % in Lair: - Treasure Type: Nil 2 Claws = 1-6 pts. Horn = 2 dice (2-12) Low Intelligence Alignment = C
Often mistaken for a winged horse or even a unicorn at a distance, this nightmarish creature is the death of many who wander into ancient, primeval forests and jungles. They almost look like large, pale, emmicated horses, except for the leathery, clawed wings in place of forelegs and the long, twisted horn (dark at the base, fading to blood red at the tip) sprouting from it's forehead. They attack nearly anything on site and cannot be tamed except by the most evil and powerful of beings (who may use them as mounts).
Loper (Kangalope)
Number Appearing: 2-12 Armor Class: 7 Move: 12" Hit Dice: 2+1 % in Lair: Nil Treasure Type: Nil Headbutt = 1-6 pts. Animal Intelligence Alignment = N
Lopers are popular beasts of burden in mountainous regions that look like large kangaroos with the head, hair and mindset of mountain goats. Their splayed, clawed digits also mean they can climb almost as well as a humanoid, even when being ridden! Sometimes called Kangalopes for their resemblance to those animals, the Lopers sweet milk and ease of domestication make them especially popular. Some few specimens can be trained as Warlopers (3 HD, headbutt for 1-8).
Saurial (Serpent-Man or Reptoid)
Number Appearing: 10-40 Armor Class: 5 Move: 12" Hit Dice: 2+1 % in Lair: 40% Treasure Type: D Hit = 1-6 or by weapon type or 2 Claws = 1-3 pts. Bite = 1-6 pts. Low Intelligence Alignment = N
Saurials are the last remnants of an ancient race of humanoid dinosaurs. They are man-like in appearance, but have cold, dark eyes, long snouts, scaly hide ranging in color from bright green to dull brown, and spiny combs starting from their heads to the end of their long, whip-like tails. Although many are now mad, degenerate shadows of their former empire, some still have power and can even rise to 8th level fighting ability or even 4th level of magic use! Rarely a "lizard king" will rise among them and try to rebuild the empire of old. These large brutes are often smarter than the rest (with the aforementioned level abilities) and may have several tribes under it's control.
Wolf, Polar (Great White Wolf)
Number Appearing: 3-12 Armor Class: 6 Move: 18" Hit Dice: 3+3 % in Lair: 10% Treasure Type: Nil Bite = 1-6 pts. Animal Intelligence Alignment = N
Polar wolves are to wolves, what polar bears are to bears. They are normally found in mountains and forests of the far northern realms. Nearly twice the size of a southern wolf, they have black hide covered with pure white to pale yellow fur. Their eyes are an icy blue or white. As polar wolf fur is highly prized by men, they tend to attack much more often than their smaller cousins to the south.
« Last Edit: Sept 17, 2010, 8:05am by themattjon »
themattjon Level 5 Thaumaturgist member is offline
Frank Frazetta's The Silver Warrior (1972)
Joined: Jul 2007 Gender: Male Posts: 296 Location: Midcoast Region, Maine (USA) Karma: 9
Re: Creature Feature « Reply #1 on Aug 18, 2010, 4:14pm »
And for fans of John Carter of Mars or Warriors of Barsoom:
Ape (White)
Number Appearing: 1-2 Armor Class: 6 Move: 12" Hit Dice: 6 % in Lair: 10% Treasure Type: C 4 claws (1-3)/1 bite (1-6) or by weapon Low Intelligence Alignment = N
The white apes of Barsoom are very much similar in appearance and build as the Green Martians, having six limbs and of tremendous size. The head of the savage creature is like that of the African gorilla and a shock of thick, stiff-bristled hair runs from the back of the skull and neck to the upper shoulders. These are terrible monsters with a cunning almost equal to human. Many seem to have a rough tribal organization, and those that do always use stone (or some other form of) clubs. Because of this glimmering of true intelligence apes will not always behave as a typical animal. They infest the abandoned cities of Barsoom, and they are also found in many other places. The strength of a white ape seems to be about double that of a Green man.
Apt
Number Appearing: 1 Armor Class: 6 Move: 12" Hit Dice: 6 % in Lair: Nil Treasure Type: Nil 2 claw (1-6)/1 bite (2-12) Low Intelligence Alignment = N
A huge white furred creature with six limbs, four of which are short and heavy to carry it through snow and ice; a denizen of the Barsoomian north pole. The remaining two limbs grow forward from the shoulder on either side of the powerful long neck and terminate in white, hairless hands which it uses to capture and hold its prey. Its head and mouth are like that of the hippopotamus with two large, down-curving horns extending forward from the bottom jaw. Two huge eyes, each composed of hundreds of ocelli, are oval patches running downward from the center of the cranium to below the horns on either side of the head. Each ocelli is equipped with its own lid and the apt can, at will, close as many of the facets as desired. Curiously the creature goes without sleep for periods of up to a month, then sleeps for a whole day before beginning anew the hunt for food in the harsh north. The animal is domesticated by the Yellow men. Apt fur is generally worn by northern warriors.
Banth
Number Appearing: 1-6 Armor Class: 5 Move: 15" Hit Dice: 7 % in Lair: 25% Treasure Type: D 4 claws (1-6)/1 bite (2-12) Animal Intelligence Alignment = N
This ten-legged beast is the most ferocious carnivore which roams the low hills surrounding the dead seas of Mars. It is almost hairless, having only a great, bristly mane about its thick neck. It's long lithe body is powerfully muscled, its enormous jaws are equipped with several rows of long needle-like fangs, and its mouth reaches to a point far back of its tiny ears. It has enormous protruding eyes of green.
Calot
Number Appearing: 1-2 Armor Class: 7 Move: 24" Hit Dice: 5 % in Lair: 90% Treasure Type: Z 2 claws (1-3)/1 bite (1-6) Low Intelligence Alignment = L
The Barsoomian dog. About the size of a Shetland pony, omnivorous, the calot has ten short legs. The head bears a slight resemblance to a frog, except that the jaws are equipped with three rows of long, sharp tusks. Described as "pop-eyed" meaning protruding eyes. The calot is endowed with extraordinary strength and stamina. only the thoat can cover more territory in a single day.
Darseen
Number Appearing: 1-6 Armor Class: 5 Move: 9" Hit Dice: 4 % in Lair: Nil Treasure Type: Nil 1 bite (2-12) Animal Intelligence Alignment = N
This is a generic term for Martian reptiles. There are small darseen, little chameleon-like lizards, and great reptiles capable of severing the head from a man in one bite. It is these latter sort which are considered in the rules. The largest mentioned is the monstrous albino lizard beneath Kadabra. The tables consider darseen to be about half again as big as a monitor lizard, and if larger ones are encountered it should be adjusted accordingly.
Martian
Number Appearing: 3-300 Armor Class: by armor type Move: by armor type Hit Dice: by Level % in Lair: 15% Treasure Type: A by weapon Average to High Intelligence Alignment = varies
The Martians of Barsoom are basically human except in their skin color (see also Martian, Green below): Red Martians: The red race is the most numerous upon Barsoom, and its members run the gamit from the most superb fighters to the most abject cowards. It is this race which maintains most of the inhabited cities upon the planet, and, excluding the Green Martians, they account for perhaps 75% of the population. White Martians: This category includes the almost extinct Orovarions who have blonde or auburn hair and the bald Terns who wear yellow wigs. Although the latter are somewhat ignoble, both types are among the staunchest of fighters. They regard all races as beneath them, although they are somewhat in awe of the First Born. All terns are not of equal ability, the best of the type being awarded the title of Holy Therns. These latter constitute perhaps a third of the type. The white race comprises perhaps 10% of the Barsoomian population, with the Orovarions having only about 3%. Orovars are found only in lost cities; Therns inhabit the Valley Dor at the South Pole and some colonies within Red Martian cities. Black Martians: The black race is perhaps the single finest type upon all Barsoom, for its members are above average in both height and musculature. They are handsome in appearance and brave beyond compare. Furthermore, their bravery is matched by their fighting ability. They claim to be the First Born of all Barsoomian humans, and this is what they call themselves. Others, however, know them as the Black Pirates because of their propensity for raiding and plundering. They comprise about 5% of the population. The Black Martians inhabit the underground world of Omean and the Rift in the northern part of the Western Hemisphere. Yellow Martians: These sturdy, black-bearded men are known an Okarians. They live in domed cities scattered about the northern polar region. As a race they are exceptionally capable fighters. Their chief weapons are the javelin, the long sword, the cup shield, and hook sword. Any fighter engaging an Okarian with sword, hook sword, and cup shield would not violate the Barsoomian Code if he were to counter with long sword and short sword. The Yellow men comprise about 10% of the total population. Green Martians: These strange creatures (see Martian, Green below) are all nomadic, roaming about the dead sea bottoms of Barsoom. There are many tribes of Green men, the largest being the Tharks, the fiercest the Warhoons. Smaller tribes are not noted on the map. They typically take their tribal name from the abandoned city which they have chosen to house their Jed or Jeddak. Of all their warlike abilities, their marksmanship with the Radium Rifle is by far the most outstanding. They are not prone to use their 40' lances against humans, except in large battles against many times their own number of Red men for example. They do, however, employ them extensively against other Green peoples. The sword is undoubtedly their favorite weapon! There are perhaps two millions Green tribesmen on Barsoom, with a total population of perhaps five million when females and children are considered.
Martian, Green
Number Appearing: 3-300 Armor Class: by armor type Move: 12" Hit Dice: by Level % in Lair: 30% Treasure Type: E 4 claws (1-3)/1 gore (1-8) or by weapon Average Intelligence Alignment = varies
These creatures have six limbs: two for walking erect, two used as arms and two in between which can be used as either. Eyes are set at extreme sides of heads and above center and can look in one or two directions without turning the head. Ears, slightly above eyes and close together; small cup-like antennae protruding about one inch on small specimens. Noses are longitudinal slits entered in face midway between mouth and ears. Iris of eye is blood-red, pupils are dark, eyeball is very white, as are the pair of tusks extending from the lower jaw upwards in a curve toward the center of the face where human eyes would be. They range in height from 12 to 15 feet tall and weigh up to 400 pounds.
Orluk
Number Appearing: 2-12 Armor Class: 6 Move: 12" Hit Dice: 4 % in Lair: Nil Treasure Type: Nil 1 bite (1-6) Animal Intelligence Alignment = N
TSR takes a few liberties with this monster, for ERB never really described the orluk, other than to say it was a black and yellow striped arctic-dwelling carnivore. It is weasel-like in appearance, being about the size of a jaguar. The orluk has four legs, great fangs, and a lust for blood like the little Jasoomian animal it resembles in form. Although it has a keen sense of smell, it has rather weak eyes or else it would be far more deadly than it is.
Plant Man
Number Appearing: 4-24 Armor Class: 7 Move: 15" Hit Dice: 6 % in Lair: Nil Treasure Type: Nil 2 suckers (1-6) or 1 tail slap (2-12) Low Intelligence Alignment = C Note: Tail slap is only possible if plant man can jump over opponent.
Plant men appear manlike from a distance, standing ten to twelve feet tall when fully upright. The similarities end there, though. The skin is smooth and ghoulish blue in color. The rounded head is disturbingly human in appearance, bearing a single, vitreous white eye surrounded by a white band. Below the eye, a single nostril resembling is present. A mass of thick, jet-black dreadlocks are actually the creature's ears; these worm-like appendages writhe and squirm constantly of their own accord, and stand erect to target specific sounds. The arms of a plant man are short, extensible, and highly flexible, lacking any type of bony structure. The hands of the plant man bear vicious talons, and there is a lamprey-like mouth in the center of each palm. The rest of the body is roughly humanoid (it is likely that such resemblances are merely coincidental) but monstrously proportioned. The feet are three feet long, and are flat and broad. Finally, plant men have a long, probably counterbalancing tail six feet in length, tipped with a flat, thin blade. Plant men reproduce by budding, a quality which has earned them their name. One-inch buds sprout from an adult's armpits, connected there by a stem. The buds grow and develop into miniature replicas of their parents. After reaching a length of twelve inches, they detach and live alongside the adults.
Sith
Number Appearing: 1-2 Armor Class: 4 Move: 9”/30" Hit Dice: 10 % in Lair: 25% Treasure Type: Q (x20) 1 stinger (1-6 + poison)/1 bite (1-3) Animal Intelligence Alignment = N
Hornet like monster of the forests of Kobal, bald faced and about the size of a Hereford bull. Has frightful jaws in front and a poison stinger behind. The eyes, of myriad facts, cover three-fourths of the head, permitting the creature to see in all directions at the same time.
Thoat
Number Appearing: 6-30 Armor Class: 7 Move: 21" Hit Dice: 5 (10) % in Lair: Nil Treasure Type: Nil 1 trample (1-6) or 1 bite (2-12) Low Intelligence Alignment = N Note: numbers in parenthesis are for the larger breed.
The Martian horse, which comes in two sizes. The Green Martian thoat is about ten feet high at the shoulder with four legs to either side; a broad flat tail, larger at the tip than the root which is held straight out behind while running; a mouth splitting the head from snout to long massive neck. It is entirely devoid of hair and is of a dark slate color and exceedingly smooth and glossy. It has a white belly and the legs are shaded from slate at the shoulders and hips to a vivid yellow at the feet. The feet are heavily padded and nail-less. The Red Martian rides a similar beast, though smaller. The animal is a food source as well.
Zitidar
Number Appearing: 1-12 Armor Class: 6 Move: 12" Hit Dice: 9 % in Lair: Nil Treasure Type: Nil 1 trample (2-12) or 1 gore (3-18) Animal Intelligence Alignment = N
A mastodon-like pack animal, the zitidar shares the vicious attitude of the thoat, but are somewhat easier to handle domestically.
Number Appearing: 3-18 Armor Class: 5 Move: 9”/18” Hit Dice: 5 % in Lair: 30% Treasure Type: C Hit = 1-6 pts. or 2 Talons = 1-6 pts. Bite = 1-3 pts. Low Intelligence Alignment = N
Winged Apes appear, screaming out of the sky as lanky, gray-furred apes with large dark-feathered wings sprouting from their shoulders. They have wild eyes, long, wicked talons instead of nails and sharp fangs. Winged Apes are uncommon in the mountains, usually only coming out at dusk to hunt, if not under the control of some powerful magic-user or similar entity.
Joined: Dec 2009 Gender: Male Posts: 29 Location: Kingdom of Arduin Karma: 0
Re: Creature Features « Reply #3 on Dec 2, 2010, 1:37pm »
Hello Matt, thanks for the stats! In tracking this down I noticed that your Martian critters are somewhat altered from your 2008 version of them. More hit dice! Also, good job on the expanded descriptions.
I knew I could count on ODD74 to provide an "official" remedy to that cryptic chart in Volume 3, p.19 and the monsters that have been missing (to me at least) for so long!
"Monsters are assumed to have permanent infravision as long as they are not serving some character." - Vol.3, p.9
themattjon Level 5 Thaumaturgist member is offline
Frank Frazetta's The Silver Warrior (1972)
Joined: Jul 2007 Gender: Male Posts: 296 Location: Midcoast Region, Maine (USA) Karma: 9
Re: Creature Features « Reply #4 on Jan 28, 2011, 5:04pm »
I did alter the Barsoom beasts. The first version was just using the words from D&D itself and the AD&D Monster Manual as a guide. Then, when I gained access to TSR's Warlords of Mars mass combat game, I incorporated the stats from that book, thus the slight difference
Re: Creature Features « Reply #7 on Feb 20, 2011, 10:05pm »
I think the stats for the Lovecraftian horrors are spot on. In line with other monsters in M&T. You want to stick all these in a PDF for us to reference?
Marv / Finarvyn DCC playtester (2011) C&C playtester (2003) I'm partly responsible for the S&W WhiteBox Builder of the TrollBridge Master of Mutants; MA since 1976 OD&D Player since 1975
"Don't ask me what you need to hit. Just roll the die and I will let you know!" - Dave Arneson
themattjon Level 5 Thaumaturgist member is offline
Frank Frazetta's The Silver Warrior (1972)
Joined: Jul 2007 Gender: Male Posts: 296 Location: Midcoast Region, Maine (USA) Karma: 9
Re: Creature Features « Reply #9 on Jun 11, 2011, 4:01pm »
Thanks for the compliments! I haven't put them in PDF yet as I have a couple projects going that may include them:
Clashing Realms of Metal (CROM): a Sword & Sorcery RPG based loosely on original D&D. Moons of Metal: A Sword & Sorcery setting for CROM, OD&D, or any other, fantasy RPG.
There may be additions, modifications, etc.. As most things on this site. My Creature Features are a labor of love and subject to change as my tastes do