A Cat of Tindalos

A Cat of Tindalos
Showing posts with label Dungeon World Codex. Show all posts
Showing posts with label Dungeon World Codex. Show all posts

Thursday, June 4, 2020

From the pages of Clark Ashton Smith...

Mordiggian AvatarSolitary, Huge, Magical, Divine, Planar, Terrifying, Amorphous
Life Drain (w[2d12+5] damage)29 HP5 armor
Reach, Ignores Armor, Near, Far
Special Qualities: Various Forms

Mordiggian, also known as The Charnel God, is a Great Old One associated with ghouls, necromancers and death created by Clark Ashton Smith for his Zothique stories, where he debuted in the story "The Charnel God" as the primary god of the city-state of Zul-Bha-Sair, attended to by a mortuary-cult of ghouls dressed in long, hooded robes of purple paired with silver skull masks. Although capable of ferocious acts of wrath when roused to anger, he is generally a peaceful, amiable god who genuinely respects his faithful worshippers and who merely asks to be fed with the bodies of the dead. This makes him a true minority amongst the deities of the Cthulhu Mythos. He has appeared in Chaosium's Call of Cthulhu Malleus Monstrorum. Creature, Gods, and Forbidden Knowledge, and in Pathfinder. This name is used in Zothique, Man's last continent, and it is entirely possible that this gigantic creature is the same as Shaurash-Ho, although the name might go back to medieval France, and be a corruption of the Latin "Mortician" (to do with the dead). May be identical to Cynothoglys. He would seem to be the main subject of The Ghoul's Manuscript and Culte des Goules. Described variously as swirling darkness, a gigantic shadow, a worm shaped column. 

Instinct: Render to Dust
  • Consumes Corpses
  • Cthulhu Mythos Great Old One
  • Patron of the city-state of Zul-Bha-Sair

Wednesday, May 13, 2020

Star Trek Space Hippies for Dungeon World!

Sevrin Solitary, Stealthy, Devious, Organized, Planar
Sonic Blast (d8 damage) 12 HP 0 armor
Ignore Armor
Special Qualities: Charm as per spell
"We turn our backs on confusion and seek the beginning." – Sevrin, 2269 ("The Way to Eden"; Star Trek TOS) Doctor Sevrin was a research engineer from the planet Tiburon, renowned in the fields of acoustics, electronics, and communications. He came to reject the modern technical society of the Federation and started the philosophical movement One ("Space Hippies"), in search of the mythical planet Eden. When he started his movement, he was dismissed from his post. He carries the disease synthococcus novae, which required him to remain in environmentally-controlled areas. His rejection of modern technology and his inability to leave technologically-regulated areas contributed to his insanity. His fatal illness has somehow given him the psionic power to charm (as per the spell) and create fatal sonic blasts. Instinct: Create insane plans
  • Summon Space Hippies
  • Babble
  • Channel inner Charles Manson

Space Hippies Group, Intelligent, Planar
Alien Dagger (d8 damage) 6 HP 0 armor
Close
Special Qualities: Annoying
Several scholars have discussed the "space hippies". Like the acolytes of Leary, Charles Manson, and other negative counter-culture leaders, these bizarre and stereotypical alien flower children are "under the spell of an unknown "charismatic but dangerously unhinged leader"(Dr. Sevrin or chosen by the GM) and "stand for a sixties generation in the thrall of misled idealism." The group shows a disrespect for authority and demands to be taken to a planet they call "Eden" (a dangerous Dungeon World location sure to kill them all). If the party refuses they will label them "Herberts" and begin to loudly mock them.Paladins and other formally good character may be forced to care for them or suffer the displeasure of their deity. Instinct: Guide innocents to destruction
  • Chant "Herbert!"
  • Replay Woodstock
  • Die

Sunday, May 3, 2020

New Dungeon World Monster

Cleaning Cube (ZENOPUS CUBE) Solitary, Hoarder, Construct
Pseudopod (w[2d10] damage) 12 HP 0 armor
Close, Near
Special Qualities: Opens Doors, Cleans

A cleaning cube is a smaller, more visible (translucent) gelatinous cube first bred by Zenopus to clean his dungeon. A non-aggressive scavenger, it attacks only if threatened. Indigestible material such as rocks or metal is deposited in a selected rubbish room. Other dungeon monsters will avoid a cleaning cube. 

Instinct: Devours Waste

    This new monster is from Zach Howard's wonderful new 5e Conversion of The Tower of Zenopus or "Sample Dungeon".

    Aspis Drone Attacks!


    Dangers of Jetsam Beach

    Giant Sundew Solitary, Large, Hoarder
    Sticky tendrils (d4 damage 1 piercing) 16 HP 0 armor
    Far
    Special Qualities: Plant, Sticky, acidic globs of sap, Mssile and fire based attacks will only do 1/2 damage

    Unlike its smaller cousin, this plant is almost sentient, being slightly aware of its surroundings. Preferring shaded, cool places to grow, the giant sundew grows only roots to lightly anchor it in place. Furthermore, it may at will with- draw these roots and pull itself along the ground with its sticky tendrils. It primarily derives its sustenance from the prey it catches. Giant sundews appear as 3 to 4’ large mounds of gray-green tarry ropes or rags. Areas where they are found are often heavily insect infested. If found in a closed area, the air will often have a thick odor like sweet syrup. These tendrils may be broken on a DEFY DANGER+STR roll for each character. Failure to due so may cause a character to eventually be engulfed and suffocated. The sap is mildly acidic but will dissolve and become harmless if soaked with vinegar or alcohol (such as wine). Due to the plant’s sticky exterior, missile and fire based attacks will only do 1/2 damage.

    Instinct: Consume
    • Trap in sap
    • Engulf prey and suffocate
    • Collect shiny things

    Aspis Larvae Swarm Solitary, Tiny
    Bites (w[2d10-2] damage) 12 HP 0 armor
    Hand

    Considered unfathomable by humans, aspis are seldom encountered in populated lands unless raiding for food. They commonly live in small groups, tending to their own business and only occasionally dealing with outsiders. Few people can report of ever meeting one of these creatures, and the existence of larva and cows is only a subject of rumor. These do exist, however, as they are necessary for the survival of the race. Aspis lairs are found underground and consist of sloping tunnels bored through soft rock or dirt. A lair or nest will consist of 1-3 egg chambers, 2-4 rooms for food storage, 1-3 grub hatcheries, and a central chamber. The tunnels are commonly about 4’ high and will be well defended by traps and guards. The grub hatcheries will contain a larvae swarm each. Only one cow will be found in any nest. Aspis larvae are the offspring of the nest. Ranging anywhere from 1%’ to 3’ in length, they resemble fat, white grubs. They are blind and deaf but can locate and identify other creatures through vibrations and scent. They have voracious appetites and require an almost constant supply of food. They are most commonly found in hatcheries maintained by the drones - usually pits of rotting materials in which the larvae swim or burrow and feed. Occasionally the drones will select one larva and feed and treat it in such a way that it will not develop along normal lines, but will instead become an aspis cow.

     Instinct: Devour

      Aspis Cow Solitary, Large, Organized, Intelligent, Hoarder
      Bite (w[2d10] damage) 16 HP 0 armor
      Near

      Considered unfathomable by humans, aspis are seldom encountered in populated lands unless raiding for food. They commonly live in small groups, tending to their own business and only occasionally dealing with outsiders. Few people can report of ever meeting one of these creatures, and the existence of larva and cows is only a subject of rumor. These do exist, however, as they are necessary for the survival of the race. Unlike other larvae who harden their skins and metamorphose into drones, the cows retain their larval form, becoming huge and bloated females, 10’ to 15’ in length. Their sole purpose in life is to lay eggs for the nest. They are sluggish creatures, but their large size makes their bite dangerous. In addition, their skin exudes a milky acidic slime which causes 1d4d if touched. If killed the surviving drones will abandon the Hive and move to another location with any remaining larvae and create a new Apsis Cow and Hive.

      Instinct: Feeds
      • Creates the Hive
      • Summon drones
      • Command drones

      Aspis Drone Group, Organized, Cautious, Hoarder
      Multiple small weapons (d8 damage 1 piercing) 6 HP 4 armor
      Close, Near
      Special Qualities: Immune to electrical and cold, 1/2 damage from fire-based attacks

      Considered unfathomable by humans, aspis are seldom encountered in populated lands unless raiding for food. They commonly live in small groups, tending to their own business and only occasionally dealing with outsiders. Few people can report of ever meeting one of these creatures, and the existence of larva and cows is only a subject of rumor. These do exist, however, as they are necessary for the survival of the race. Drones are 6’ long and appear to be giant weevils. They have an extremely long proboscis and multi- faceted eyes. Their diet consists of vegetable matter and meat. Blood is a preferred drink amongst them. Aspis drone are the adult males of the nest and perform all functions dealing with the outside world. These creatures lack individual identity even to the point of not having personal names. Fierce warriors, they are capable of using all weapons but bows, and can fashion items they need with skill. Although they prefer to travel on all six legs, in combat they will stand on their hind legs, using the other four to wield two weapons and two shields. They are fanatically loyal to a single cow and will defend her to the death. They are immune to electrical and cold attacks and will only take 1/2 damage from fire-based attacks Aspis drones speak their own language and 5% will be able to speak common. They do not have a written language per se, but may communicate in a similar manner by using subtle scents and perfumes

      Instinct: Elminate intruders
      • Serve the Hive
      • Alert the Hive
      • Feed the Apsis Hive Cow