Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 4

Completing the Monster Manual:

Vargouille
Vargouille

The Vargouille is a creature from before there were different creature types in D&D and eded up as an outsider in 3rd edition, even though it could just as well have been made undead like the bodak. As far as I am aware, they first appeared in the Planescape setting and they are a wonderful example of how the setting is full of things that are simultaneously silly, cool, and somewhat creepy. A vargouille is a humanoid head with a large pair of wings that has a terrifying scream that makes any creatures within 20 meters become paralyzed by fear. Their bite does very little damage, but also has a poison that makes it impossible for the target to heal any kind of injuries. But most terrifyingly, a vargouile can fly up to a paralyzed victim and give it a kiss, which starts a slow process of transformation that first makes the hair fall out, then the ears turn into large bat wings, makes it go insane, and finally causes the head to ripp off the neck and fly away as a new vargouille. Funny. But as always, some more description what you’re supposed to do with it would have been nice.

The Wight really is just a very beefed up ghoul. I like this monster and when you go into the details its background and context makes it a quite different creature. It’s still a starved corpse that sneaks around in the dark. (Variant Ghoul +1)

The Winter Wolf is a huge white wolf with who can breath icy cold and whose bite deals cold damage. Just like a color flipped hellhound. It’s bigger and tougher though, and also of human intelligence and with the ability to talk. They are not exactly masterminds, but are smart and dangerous enough to be villains in their own right who command weaker creratures as their minions. (Demon Dog +1)

And of course the Worg, because Tolkien did it. And everything that Tolkien did has to be in D&D! Its a big wolf that is slighly intelligent and evil. (Demon Dog +1)

Xill
Xill

Xills are creatures that come from the novel Voyage of the Space Beagle, which also got us the displacer beast. It’s a four armed, demonic looking humanoid, but it’s actually from the ethereal plane. Unlike most ethereal monsters, it takes a xill significantly longer to move between the ethereal and material world, which makes impossible to quickly blink in and out and avoid any retaliation by its enemies. They are very intelligent and also evil, and as a nice thouch we’re also told that groups are often led into battle by a cleric of a deity of strength and travel. Their four arms help them with wrestling their enemies and when they can get a hold, they use their poisonous bite that can paralyze for several hours. The saving throw to resist it is not too high and there’s a good chance to withstand the poison, but then the xill can just try again the next round until it works. Unlike other monster (foreshadowing!) their ability to grapple is not excessively high and they can not try to bite without grappling an enemy first, which makes the ability not too powerful, but still something that can add a nice touch to a fight. Especially when the xills want to take prisoners, which they do to implant their eggs into them. With a duration of 90 days until the eggs hatch, there is plenty of time to try to rescue those prisoners and get them help. If you make some more backstory and context for them, these could be quite interesting enemies for a campaign. Continue reading “Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 4”

Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 3

More Monsters from the Monster Manual.

Mohrg
Mohrg

The Mohrg looks both icky and also pretty cool. It’s a human skeleton whose chest is filled with purple worms. It is however not a worm riding a human skeleton, but really a single undead creature that is created from a murderer who died unpunished. And it seems to be implied that it is the evil soul that makes the criminal return to unlife and not the work of a necromancer, which really raises the question where these worms are coming from? Perhaps the artist got unclear instructions what it should look like. A morg attacks both with its hands and its tongue, which in this illustration is also a worm. The tongue causes paralysis in living creatures, while it can also use the Improved Grab ability when it hits with its arms. Since humanoid ceatures never have the Improved Grab ability, I would guess the best way to describe it in combat would be to have the worms that are wrapped around the arm bones wrap around the target and hold it. The players sure would appreciate it. A mohrg is much more powerful than a skeleton and other than in appearance has nothing at all in common with those. When a creature is killed by a mohrg it raises as a simple zombie, but only after one to four days. Which in completely useless in combat, and you would have to add a lot of zombies to make a fight against a CR 8 monster more challenging. Considering all this, the writer who created the mohrg probably had much more in mind for it than just being a stronger skeleton to jump out from behind a corner and be killed in two to three rounds. This creature is really much better suited as the centerpiece of an entire adventure. One to four days is quite some time in which a lot can happen to a corpse. The mohrg might take it back to its lair and wait for it to rise, or it might be left where it fell. Or it might even have been found and already burried in the graveyard or being prepared for burrial. Suddenly, zombies! Zombies everywhere! A great investigation adventure which at the end will come together with a fight against the mohrg itself. Which being a murderer in life, should also have some backstory to go along with. This is exactly the kind of hidden information I am looking for in these books. Monsters that are much more than something to encounter standing in a dungeon room and to be forgotten four rounds later, but are actually made to have adventures created around them. And I must ask, why doesn’t this book spell this out?! This book is 15 years old, I had it since it first came out, and I have been using it countless times. And only now, carefully disecting each obscure monster and searching for tiny details that might be used as plot hooks, did I ever notice it? “1d4 days” is only seven characters, but they make all the difference. Why hide it? Would it have been so hard to add two more sentences to the description? Imagine if they had made that effort for all monsters in this book? D&D would be a completely different game than it is today and not the rules obsessed tactical combat simulation that it became.

Nightshade
Nightshade

Do I have to say it again? I probably shouldn’t, but I’ll do anyway: This Nightshade illustration is fucking awesome! Like almost all Sam Wood illustrations in this book. The perspective makes it clear that this is a not a human sized guy and when you check the description it’s fucking huge. Not just big, but size category: Huge. A 6 meter tall bastard of pure darkness with blue glowing eyes. Nightshades come in three variants, the nightwing (huge bat), nightwalker (huge man), and nightcrawler (gargantuan worm) and are from the Known World setting of BECMI. Which I think is the reason for its biggest flaw. In BECMI, character levels go all the way up to 36, almost twice as high as the maximum of 20 in the 3rd edition core rules. Unfortunately, when converting the creature this difference was apparently not accounted for making the nightshades pretty high level creatures with a CR of 16 for the nightwalker. Which means I never got any opportunity to use it. Let me get my soap box, I think I need it today. I hate high level play in D&D. My campaigns usually don’t go any longer than 3 years and almost all of them start at low levels, because I very often get lots of people to play who never played any RPGs before. And since I don’t run dungeon crawling grind-fests, I’ve never seen any PCs of a level higher than 8th, either as GM or as player. And the way D&D is set up, that meant a huge amount of content never could be used at all. Like this cool badass bastard. Today I know better and could just rebuild him as a CR 8 creature and use that, but I used to be a young and stupid GM and that never really occured to me. I am afraid I don’t have much to say about the monster itself. There isn’t really any description what it is and what it does, and the abilities don’t seem interesting either. But damn, it looks cool.

Phantom Fungus
Phantom Fungus

The Phantom Fungus looks very weird and kinda stupid in this illustration. Which doesn’t actually matter because it’s completely invisible almost the entire time. The stats for this monster are really very simple. It’s medium size, has animal intelligence, and is only CR 3. It’s natural invisibility is the only ability it has. Actually, you could just ignore the illustration since none of those things on its back or the tentacles coming out of them are doing anything. It is permanently invisible, walks up to you, and bites. Clearly the artist thought that this is totally boring and painted something much more interesting, if stupid looking, instead. The invisibility really is its only thing. I think the best idea is probably to just take this ability and add it to other creatures and make some really interesting monsters. Continue reading “Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 3”

Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 2

Continuing with the Monster Manual. And what a weird bunch of critters we have.

I think the Ethereal Filcher is hands down the weirdest thing to ever appear in any D&D book. This beats brain collectors and pherims by a long shot. As their name indicates, ethereal filchers are creatures from the ethereal plane, a place that is often mentioned in D&D but to my knowledge never really explored in any way. Mostly because it’s supposed to be almost entirely empty and featureless, I believe. The filcher is one attempt to add something to that plane, and I think we have to consider it a complete failure. They actually live in very hard to reach caves on the material plane, only moving through the ethereal plane to get in and out of their lairs and to sneak up on their prey. What they do is using their natural ability to sense magic to find people carrying magic items. Then they pop out from seemingly nowhere, grab the item, and return back to the etheral plane. Which really sounds like a terrible monster to use in your game. A group of 3rd level characters should have no ways to track or follow the ethereal filcher in any way and any item it gets a hold on is almost certainly gone forever. This just sucks. No wonder they were never used for anything to my knowledge.

Ethereal Marauder
Ethereal Marauder

The Ethereal Marauder is another creature from the ethereal plane and actually native to that place. It also does not look nearly as insane as the ethereal filcher. It is also not much better as a monster, though, as it uses the same trick of popping out from nowhere, delivering a bite against their prey, and disappearing again until their target is dead. There isn’t really anything 3rd level characters could do about it other than readying an action, but as a GM, I would not allow players to say “I attack the thing when it pops up again in any  of the six squares next to me”. At the very least you’d have to specific the space you are targeting and in that case the marauder just pops up behind your back.

Formians
Formians

I believe Formians are a race that originates in Planescape, or at the very least had their greatest appearance in that setting. I think they have something to do with the border between the lawful outer planes of Mechanus and Arcadia, but nothing else is said about this in this book. They are still described as agressivelly expansionist, trying to create new colonies everywhere and taking control of every place they come to. There are several different types of formians, ranging from the small and quite weak workers to the very powerful myrmarchs and of course the magnificent queens. All formians within a 50 mile radius of the queen are always in telepathic contact with each other, making it almost impossible to surprise them or infiltrate their lairs. If one of them sees you, all of them know you are there instantly. Formians have various magical abilities depending on their rank. While workers are pretty weak and harmless, groups of them can work together to cast the spells cure serious wounds and make whole unlimited times per day, so any damage adventurers may cause to a colony will be very quickly repaired. Unless a formian is outright slain in battle, it will be back at full strength a few minutes later as long as workers can get to them. Taskmasters not only control formian workers and warriors, they also have the ability to telepathically control almost any kind of living creature and will almost always be accompanied by bodyguards of some other race. Myrmarchs have even more powers than that and the queen of a hive is always a sorcerer of at least 17th level. Even though workers and warriors are not very strong or dangerous by themselves, it is very unlikely that players will just run into a small group of them. Formians will almost always be encountered as a complete hive that at the very least consists of several dozens of warriors and hundreds of workers. And given their extremely effective organization they are also significantly more dangerous than just their individual numbers. If you’re using formians as opponents for your campaign and you are using them as described, it almost certainly should be as a major threat and the centerpiece of the whole adventure, most likely for pretty high level characters of 15th level or above. Continue reading “Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 2”

Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 1

To me, and probably lots of other people my age and younger, the Dungeons & Dragons 3rd Edition Monster Manual is clearly the one and only true monster book. It was the one I started with and unlike the later monster books for the edition, it had all the normal monsters, like orcs, goblins, ogres, owlbears, manticores, yuan-ti, beholders, gelatinous cubes and so on. Well “normal” for Dungeons & Dragons. But it also had quite a number of creatures that always made me think “did anyone ever use this?” and that never seemed to make any appearances in any other books. There was just that one entry with the weird picture, which I soon didn’t even notice any longer when I flipped through the book looking for monsters for my adventures. Since I assume that lots of people felt similar about them, I wanted to give this one the Fantasy Safari treatment for quite some time, even though it’s possibly the least obscure monster book for almost anyone under 30.

mm3_cover
Monster Manual

Monster Manual for Dungeons & Dragons 3rd Edition by Wizards of the Coast, 2000/2003; 266 pages of monsters.

Behir
Behir

I am not going to lie, I love the Behir mostly because of the picture. Damn, this thing looks cool. A behir is a huge spiky purple snake with lots of small legs. While they are not particularly bright, they are still of somewhat human-like intelligence and able to talk. But like animals they are of neutral alignment, which means they shouldn’t be attacking everyone they encounter on sight, as an intelligent creature killing other intelligent creatures for food is almost always considered evil, no matter what particular interpretation of alignment you follow. Though that leaves the question, how do they interact with player characters? They probably would defend their home against intruders and keep anyone from stealing their treasures, but with a creature like this its hard to imagine why they would even have treasure in the first place. The most likely situation I can imagine for players to fight a behir would be the behir being in service to some other more powerful creature or NPC and guarding the entrances to their stronghold. But even then, given the behirs usual alignment and intelligence, talking might be a real option as well. As a giant worm, a behir has all the common abilities of such creatures in 3rd edition, as wrapping around a smaller creature and crushing it or swallowing it down in one go. It also has a lightning breath, but as it can be used only once per minute, it probably will use it only once in a fight. The behir is actually a pretty old creature that predates the Monster Manual by almost 20 years, but I’ve never really seen it used anywhere through all editions.

Chaos Beast
Chaos Beast

Chaos Beast, we meet again. It’s the Foaming Blasphemy from the Bestiary of the Hyborian Age. The Monster Manual actually predates the Bestiary by several years, but since the Bestiary usually only includes creatures from Conan stories, I think it’s a strong indication that this is where D&D got the idea from. The Bestiary then just copied the rules for the mechanical implementation that had already been written up for D&D. (Since the Conan d20 RPG is basically the same system; why invent the wheel twice?) Continue reading “Fantasy Safari: Monster Manual (D&D 3rd Ed.), Part 1”

Fantasy Safari: More BECMI creatures

Back in the 70s, Advanced Dungeons & Dragons established the tradition of presenting the primary rules of the game in the form of the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual, which is still continued to this day. Both by the official D&D brand and a large number of OGL games based on it. (The first game from 1974 also had three small books, but they were divided up differently and were sold as a single box set.) At the same time, the original Dungeons & Dragons got a new edition as well, released as the Basic Set in anticipation that there would be more sets to follow later on. The Expert Set followed four years later in 1981 (at the same time as a third edition of the Basic game), and from 1983 onward came the Companion, Master, and Immortals Sets set one year appart (with a fourth edition of the Basic Set). Each set added more character levels, spells for these higher levels, and also new monster. This was the same approach that was used for the first edition of the Dragon Age RPG a few years ago (though it now gets a second Editon where everything is in a single hardcover book).

I got the 1983 Basic and Expert Sets, as well as the 1991 Rules Cyclopedia, which contains most of the content from all five BECMI sets. Mostly the monsters are classic D&D critters like orcs, goblins, owlbears, rust monsters, gelatinous cubes, and so on. But there are also a couple of monsters that never made it into the AD&D line or were picked up by 3rd, 4th, and 5th edition (though there was one Mystara Monstrous Compendium for AD&D 2nd Edition), which are the ones I’ll be covering here.

Basic Set

Oh, right off to a good start: BECMI can rightfully be considered the Dad Joke edition of Dungeons & Dragons. Some people on the time really had a great fondness for them. The largest of the giant spiders in the Basic Set is the Tarantella. Maybe you are like me and think “Don’t you mean tarantula? Isn’t tarantella some kind of dance?” And yes, it is. The tarantella is a giant tarantula that has a special poison that does not kill but instead causes the victim to start dancing. It’s a magical poison and everyone who sees a poisoned person dancing must make a saving throw or also start to dance. After about an hour of dancing, they will collapse from exhaustion. *groan*

According to legend, the Thoul was inspired by a typo. The creature that was made from it is a magical crossbreed of a troll, a ghoul, and a hobgoblin. A thoul looks almost exactly like a hobgoblin, but has a paralyzing touch like a ghoul and regenreates 1 hit point every round like a troll. They are not terribly strong, but for 1st and 2nd level characters they might actually be quite mean and a lot more challenging than a regular hobgoblin. Nice boss for a 1st level dungeon crawl, I would say.

Expert Set

"Oink!"
“Oink!”

The Devil Swine is a special type of lycanthrope. It can change shape freely during the night, but stays in whichever form it had last taken during the day. It prefers to eat human flesh and at 9 HD is a really mean beast, much more dangerous than even werebears or weretigers. As a special ability, a devil swine can cast charm person three times per day and often is accompanied by a few human minions. Lawrence Schick confirmed to me that the devil swine is indeed based on the swine things from the novel The House on the Borderland which he and Tom Moldvay quite loved. And whose title should also sound quite familiar to long time D&D fans.

Not a new monster, but I think it’s interesting that the types of giants in the Expert Set are the same ones as in the 3rd Edition Monster Manual, while the Monstrous Manual of AD&D, on which the 3rd edition is primarily based, has a lot more varieties that never really made much of an appearance in the later editions. Continue reading “Fantasy Safari: More BECMI creatures”

Fantasy Safari: Creature Collection (BECMI), Part 5

The fifth part of the Creature Collection with more Monsters and Undead.

Hivebrood
Hivebrood

The Hivebrood is a swarm of insects that reproduces by putting larvas into humanoid bodies which then grow to turn the person into one of them. They are all controlled by a hivemother. Maybe back in the early 80s that concept was still original. But probably not. The most interesting ability they have is that the broodmother is able to turn larvas into a more powerful form than normal drones to become hiveminds. Hiveminds have the interesting ability that they can gain any ability from any creature they eat, which includes any spells memorized by spellcasters they consumed. When in danger, a hivemind can release a chemical cloud that spreads through the hive and shares a single ability with all the regular drones for three rounds, after which it is lost. If that ability is something like casting fireball, the result can be utterly devastating for the PCs.

The Ice Wolf is simply a different name for the well known winter wolf and has exactly the same abilities. (Demon Dogs +1)

Kopru
Kopru

The Kopru is a classic monsters from X1 The Isle of Dread. It’s fame is mostly tied to that classic adventure. They have three tails which they use to grab enemies and have a special power to control the mind of any creature and have full accees to it. I did some snooping around if the kopru predates aboleths that are surprisingly similar, and it turns out they both appeared in the same year. And in addition, The Isle of Dread and Dwellers of the Forbidden City were both written by Zeb Cook. So yeah, they are basically the same idea slightly modified for B/X and AD&D. This is the same Cook that did the “Cook Expert” set of the “Moldvay/Cook” edition and also the Kara-Tur and Planescape settings. Why isn’t he more famous? He’s probably the second most influential person to make D&D into what we know now. Aboleths are a lot cooler than kopru, though.

Nagpa
Nagpa

The Nagpa is from the adventure X4 Master of the Desert Nomads, which is one of my favorite ones. And also made by Zeb Cook. Not as cool as the Bhut but better than the Juggernaut from the same adventure. They are humanoids with vulture heads and various magical powers like making objects within 20 meters to burst into flames or decay, paralyse all lawful characters within 3 meters, and cast darkness and illusions. It took about 30 years until designers realized that just four or five spell abilities are enough for an interesting encounter and you don’t need a spellcasting monster to have as many spells as a high level wizard. Continue reading “Fantasy Safari: Creature Collection (BECMI), Part 5”