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BASH Fantasy: Men and Monsters of Kos Excerpt - Introduction, and "The Pegasus"!

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Humanoid mutants come in all shapes and sizes, and these creatures are no exception to the rule. At first glance, they appear to be dwarves or midgets, and for those who prefer to be politically correct, little people. They do not appear to have any mutations or physical defects, other than being short, and for their size they are perfectly proportioned. The average member of this species stands about three feet in height and weigh about thirty pounds.

Skin, hair and eye coloration run the gamut There are those who wonder if these creatures are not in fact the result of genetic tampering, and there are those who wonder if they are just simply one of the many different humanoid species borne from the radiation and other energies released during the final wars.

Only when the creatures feed that their appearance will change, revealing how mutated they are. The eyes become pits of pure black, and fangs will extend from the upper and lower jaws. The fingers and toes sprout thick, black claws and a pair of bat-like wings will sprout from their backs. The end result is they take on the appearance of the mythical vampires.

The only problem is their size. Even after the change, there are those who find it more than a little difficult to take the creatures seriously as they appear to be ‘cute’. Never say this to one or laugh, as it will push them into a murderous rage.

The creatures live in small communities, typically in pre-existing ruins along well travelled roads or in areas with a large population. They have also been known to set up home in existing communities which show a tolerance to mutants and other humanoids. They are often quite amicable and friendly, although being treated as children or talked down to, or called cute will enrage them. Usually they will give offenders a warning, but if it persists, they will attack. If this occurs during the daytime, they will use weapons or their fists.

If it occurs during the night…

These mutants are caught in a dangerous cycle. The daytime they appear human, unless they are feeding upon blood. They are perfectly capable of eating regular food, and enjoy doing so, but gain no nutritional value from it. At night the little mutants reveal their true forms, and this is typically when they will leave their homes to hunt.

The blood does not have to be that of a humanoid. Any blood will do, and often those who live in communities will live on the blood of animals, but as one would expect, they prefer to consume the blood of humanoids, simply because it tastes better.

Combating these creatures can be trying. Their size and speed make them rather difficult to hit, and despite their limitations, they can use artifact weapons, although artifact armor is not available to them. They will often fight from a distance, using firearms to soften up prey, and quite often there will be members of an attacking force which will be airborne, attacking with ranged weapons or dropping rocks or the like.

They are rather cowardly (except when enraged), and if they suffer more than 50% of their total hit points in damage, they must make a moral check and if it fails, they will flee at their fastest possible movement rate. If any of their number are killed, the moral check is made at a +1 per death. This will be a group check in the case of deaths, a single roll made for all those involved.

Anytime someone calls them cute or makes fun of them, they must make a Will Power check (the average member has 10+1d8) by rolling a d20. If the roll is below their Will Power score, they do not become enraged. If it fails, they will fly into a hateful rage, gaining a +2 to hit, +2 to all damage attacks, and suffer a +2 to AC. They will attack the person or being who caused them to go into the rage until that person is dead. During this period of enragement, they are not subject to any moral checks and are free to ignore them. After the target has been dispatched, the creature will spend 1d4 rounds sucking the blood of the vanquished. If they are attacked, they will immediately turn their focus on those who disturbed them. Once the feeding is complete, they will return to normal and at this time they will be forced to make a moral check (if required).

Mutations: Aberrant form (natural weapons), bizarre appearance, complete wing development, dietary requirement change (blood), dwarfism, metamorph (modified), night vision

No. Enc: 1d6 or 6d8 in communities
Alignment:  Neutral
Movement: 90’ (30’)
                    150’ (50’) flight
AC: 3
HD: 4
Attacks: 1 weapon or by bite and two claws
Damage: by weapon or 1d4+1 and 1d6+1 / 1d6+1
Save: L4
Morale: 8
Hoard Class: Always 1 primitive firearm with 4d6 rounds of ammunition, I, II, III, VII, XV (75% artifacts)

Chaos River Eels

 

            1D20    Hit Location     AP/HP

STR     18             1-6           Tail              5/4

CON    15            7-14        Body            5/6

SIZ       20           15-20       Head            5/4

INT       2

POW   11

DEX    13

Combat Actions: 2

Damage Modifier: +1D6

Movement: 3 yards on Land, 8 yards in Water

Strike Rank: +10

Abilities:

Excellent Swimmer

Sense Movement 60%: Submerged river eels can detect movement in nearby water, up to about 4 yards distant. By comparison, their eyes are rather weak, especially out of the water.

Skills: Athletics 85%, Evade 65%, Persistence 43%, Resilience 43%, Spot 30%, Stealth 75%

Type     To hit   Reach   Damage                 Special

Bite      60%      +2          1D8+1d6             Grip and Roll

Tactics: Preferring muddy water and overhanging riverbanks or vegetation, river eels are stealthy hunters, lying in wait for passing prey. If a bite gains a special success, the eel will use its next action to establish a grip with its fangs, then roll to disorient and drown the target, or possibly tear free a limb. On the turn the grip is established, and every turn thereafter that it is maintained – roll STR vs. STR. If the target wins, she may withdraw from the grip. If the eel wins, it rolls and maintains its grip. The roll does 1d4+1 damage that is not reduced by armor. If the gripped location is an arm or leg, and it suffers a Major Wound as the result of a roll, the limb is torn off.

Chaos Taint: River eel succumb to chaos taint quite easily if exposed to it. If in a region where exposure is possible, they have a 25% chance of having a chaos feature for each 10 SIZ they possess.

No. Enc: 3d12, or 60d10
Alignment: Neutral
Movement: 180’ (60’) Swim
                     360’ (120’) Flight
AC: 5
HD: 6
Attacks: 1 Bite and special
Damage: 2d6 and special
Save: L6
Morale: 8
Hoard Class: N/A

No. Enc: 1d4
Alignment:  Neutral
Movement: 90’ (30’) land
                     60’ (20’) water
AC: 3
HD: 8
Attacks: 1 bite, 2 claws, 1 tail-slap
Damage: 2d12+4, 2d8+2 / 2d8+2, 2d6+4 & special
Save: 10
Morale: 11
Hoard Class: Incidental

No. Enc: 1d6
Alignment:  Neutral
Movement: 90’ (30’)
AC: 2
HD: 12
Attacks: 2 claws, 1 bite, and rake (see description)
Damage: 2d6+4 / 2d6+4, 1d12+2, 4d6+8
Save: L16
Morale: 11
Hoard Class: II, IV,X, XII

No. Enc: 4d6
Alignment: Neutral
Movement: 60’ (20’)
AC: 6
HD: 4
Attacks: 1 grapple and 1 bite
Damage: none +3d6, 1d6+3d6
Save: L4
Morale: N/A
Hoard Class: N/A

No. Enc: 1d4
Alignment:  Neutral
Movement: 90’ (30’)
                     60’ (20’)
AC: 3
HD: 4-16
Attacks: 2 bites and 1d4 claws
Damage: 1d6 / 1d6 & toxin (see description), 1d3+1 & toxin per claw attack.
Save: L4-16
Morale: N/A
Hoard Class: Incidental

No. Enc: 1d3
Alignment:  Neutral
Movement: 30’ (10’)
AC: 6
HD: 4
Attacks: 2 bites and 4 claws
Damage: 1d4+1 / 1d4+1, 2d6+2 / 2d6+2 / 2d6+2 / 2d6+2 plus poison (see description)
Save: L4
Morale: 11
Hoard Class: N/A

No. Enc: 4d10
Alignment:  Neutral
Movement: 90’ (30’)
AC: 4
HD: 1d4 hit points
Attacks: 1 bite 1 per 5)
Damage: 1d2+5
Save: L1
Morale: 3
Hoard Class: N/A

No. Enc: 1  leader, 2d8 Juggernauts, 4d10 Sprinters, and 2d100 walking dead
Alignment: Chaotic
Movement: 90’ (30’)
AC: 7 or by armor
HD: 8
Attacks: 1 weapon
Damage: By weapon type
Save: L12
Morale: 2
Hoard Class: 1 Pistol, 1 assault rifle, 1 suit of powered armor, 4d4 random artifacts, unlimited treasure (up to the ML).

No. Enc: 1
Alignment: Neutral
Movement: 150’ (50’)
AC: 1
HD: 40
Attacks: 2 punches, 1 bite, thrown weapon
Damage: 3d6+3d6 / 3d6+3d6, 2d8+3d6, (see description)
Save: L20
Morale: 11
Hoard Class: Incidental

No. Enc: 1d4 swarms (2d100 per swarm)
Alignment: Neutral
Movement: 120’ (30’)
AC: 8 (swarm) 4 (individual)
HD: 1 hit point per individual)
Attacks: 1 engulf or 1 bite.
Damage: 1d4 per 10 or 1 point per individual
Save: L12 per swarm or 1 per individual
Morale: N/A
Hoard Class: Incidental

 

No. Enc: 1
Alignment:  Neutral
Movement: 90’ (30’)
                    300’ (100’) jump
AC: 1
HD: 10
Attacks: 1 jump, 2 claws and 1 bite
Damage: 3d6, 2d10 / 2d10, 1d8+3
Save: L10
Morale: 11
Hoard Class: Incidental

No. Enc: 1d6
Alignment: Chaotic
Movement: 150' (50')
AC: 1
HD: 8 (alpha) 2
Attacks: 1 bite or two claws
Damage: 1d10+1d6 or 1d6+1d6 / 1d6+1d6 (alpha), 1d4+1d6 or 1d3+1d6 / 1d3+1d6
Save: L12 or 4
Morale: 9
Hoard Class: N/A

No. Enc: 4d4
Alignment: Neutral
Movement: 90’ (30’)
AC: 4
HD: 6 for 10 feet, +1 hit dice per foot afterwards, up to 20 feet in length.
Attack: 1 squeeze and then 1 squeeze and 1 bite (see description)
Damage: 1d10+1 for each foot over 10 and class 10 poison, 2d4+1 per each foot over 10
Save: L6 to 16
Morale: 11
Hoard Class: I (x10), II (x10), IV (x10), VIII, XIV (artifacts only)

No. Enc: 1d4
Alignment:  Chaotic
Movement: 150’ (50’)
AC: 4
HD: 7
Attacks: 2 claws or see description
Damage: 1d12+2 / 1d12+2 or see description
Save: L7
Morale: 11
Hoard Class: N/A

 

No. Enc: 3d4
Alignment:  Neutral
Movement: 90’ (30’)
AC: 6
HD: 3
Attacks: 1 ram plus special
Damage: 2d6+4 and special (see description)
Save: L3
Morale: 10
Hoard Class: N/A

No. Enc: 1
Alignment: Chaotic
Movement: 60’ (20’)
                   120’ (40’) After feeding
AC: 6
HD: 4 (before feeding), 16 (after feeding)
Attacks: 1 bite, 2 claws & special
Damage: 2d6+2, 1d6+3 / 1d6+3 (before feeding), 2d6+6, 1d8+6 / 1d8+6 (after feeding)
Save: L14
Morale: N/A
Hoard Class: X, XII, XIII, 4d6 random gems and jewellery (75%)

No. Enc: 1d12
Alignment:  Neutral
Movement: 210’ (70’) flying
                     30’ (10’) ground
AC: 6
HD: 6
Attacks: 1 bite or two claws
Damage: 1d8, 2d6+2 / 2d6+2
Save: L6
Morale:8
Hoard Class: Incidental

No. Enc: 5d10
Alignment:  Chaotic
Movement: 150’ (50’)
AC: 4
HD: 3
Attacks: 2 bite and 4 claws
Damage: 1d6+3 / 1d6+3, 1d4+1 / 1d4+1 / 1d4+1 / 1d4+1
Save: L3
Morale: 11
Hoard Class: N/A

No. Enc: 3d6
Alignment: Neutral
Movement: 150’ (50’)
AC: 6
HD: 5
Attacks: 2 claws, 2 bites
Damage: 1d6 / 1d6 / 2d6 / 2d6
Save: L5
Morale: N/A
Hoard Class: Incidental

No. Enc: 3d20
Alignment: Neutral
Movement: 90’ (30’)
AC: 4
HD: 1d4 hit points
Attacks: 1 bite, 2 pinchers
Damage: 1d3 + special, 1d4 / 1d4
Save: L1
Morale: 8
Hoard Class: Incidental

No. Enc: 1d4
Alignment:  Neutral
Movement: 90’ (30’)
                     60’ (20’) Swim
AC: 3
HD: 8
Attacks: 1 bite, 4 bashes or 1 tongue or 1 leap
Damage: 2d4+2, 1d6+1 / 1d6+1 / 1d6+1 / 1d6+1 or 2d8 or 3d6+6
Save: L8
Morale: 6
Hoard Class: X, XII

No. Enc: 1d6
Alignment:  Neutral
Movement: 210’ (70’)
AC: 2
HD: 2
Attacks: 2 bites, 4 claws, 2 rakes, or one tongue
Damage: 1d3 / 1d3, 1d4+1 / 1d4+1 / 1d4+1 / 1d4+1, 1d6+3 / 1d6+3, or 2d3+1
Save: L2
Morale: 4
Hoard Class: Incidental

No. Enc: 4d8
Alignment: Neutral
Movement: 120' (40')
Armor Class: 6
Hit Dice: 4
Attacks: 1 of 3 (kick, antler, or bite)
Damage: 3d3 / 2d6 / 1d4
Save: L4
Morale: 6
Hoard Class: None

Monopod, Leonine
Large beast, unaligned
______________________________________________
Armor Class 13
Hit Points 32 (5d10 + 5)
Speed 55 ft.
______________________________________________
STR                DEX               CON               INT                 WIS                CHA
18 (+4)          17 (+3)          13 (+1)            3 (-4)              12 (+1)            9 (-1)
______________________________________________
Skills Perception +4, Stealth +9
Senses passive Perception 14
Languages
Challenge 2 (450 XP)
______________________________________________
Keen Smell. A Leonine Monopod has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. A Leonine Monopod has advantage on an attack roll against a creature if at least one of its own allies is within 5 feet of the creature and that ally is not incapacitated.
Pounce. If a Leonine Monopod moves at least 20 feet straight toward a creature and then hits it with a stomp attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, a Leonine Monopod can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, a Leonine Monopod can long jump up to 30 feet.
 
Actions
Multiattack. A Leonine Monopod can make two melee attacks, one bite and one claw. Or, the creature can make a single stomp attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
 
Reactions
Deflect. A Leonine Monopod can add 6 to one saving throw that it would otherwise fail against damage-causing spells and area-of-effect attacks, such as Lightning Bolt, by interposing its tough, giant rear foot between itself and the source of the damage. To do so, the Leonine Monopod must be able to see the attack and not be surprised and it must allow for a saving throw. 
Monopod, Humanoid
Medium humanoid (Monopod), neutral
______________________________________________
Armor Class 11
Hit Points 16 (3d8 + 3)
Speed 35 ft.
______________________________________________
STR                DEX               CON               INT                 WIS                CHA
12 (+1)            13 (+1)          12 (+1)           11 (+0)           11 (+0)           10 (+0)
______________________________________________
Skills Perception +2, Stealth +3
Senses passive Perception 12
Languages any one language (often Ge'ez)
Challenge 1 (200 XP)
______________________________________________
Pounce. If a Humanoid Monopod moves at least 20 feet straight toward a creature and then hits it with a stomp attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, a Humanoid Monopod can make one weapon attack against it as a bonus action.
Running Leap. With a 10-foot running start, a Humanoid Monopod able to move at full speed can long jump up to 15 feet.
 
Actions
Multiattack. A Humanoid Monopod can make two melee attacks or two ranged attacks.
Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 4 ( 1d6 + 1) piercing damage.
Stomp. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 ( 1d6 + 1) bludgeoning damage.
 
Reactions
Deflect. A Humanoid Monopod can add 3 to one saving throw that it would otherwise fail against damage-causing spells and area-of-effect attacks, such as Fireball, by interposing its tough, giant rear foot between itself and the source of the damage. To do so, the Monopod must be able to see the attack and not be surprised and it must allow for a saving throw. 

Pegasus

B 3  A 4  M 1              100 Hits/ 5 Soak, +10 if Barded

                  Minion:        30 Hits/ 5 Soak, +10 if Barded

 

Attack -1x4     Defend -1x4, -1x5 flying

Minion:            Attack 24  Defend 24/ 30 Flying

 

Powers: [7]

  • Size 1 (+5 Brawn rolls, Damage, Soak; -1 Dice Penalty to hit, defend, Agility)
  • Flight 5 (25 Squares) Wings
  • Boost: Defense while flying
  • Light Mail or Scale Barding +10 Soak
  • Hoof Attack: x4+5 dmg
  • Diving Stomp: A pegasus can dive downward 10 or more squares and end in a powerful stomp attack, gaining +1 DM to its Hoof damage. If the target takes any damage, it must make an Agility check (Difficulty 10) to stay standing. If ridden, the rider may use this damage bonus instead.
  • Skills: Athletics/ Flying
  • Sense Villainy: Pegasi cannot discern the nature of any dark deeds in a person’s past, but they can tell if such are present and often will not allow such a one to approach.
  • Advantage: Non-sentience

Total Points: 23          Minion: 20