Category: Monsters

  • Brown Greeper

    Brown Greeper

    Armor Class: 14 (or wears armor)
    Hit Dice: 2
    No. of Attacks: 1 touch
    Damage: 3d10
    Movement: 60′
    No. Appearing: 6d4, Lair 8d12
    Save As: Fighter: 2
    Morale: 12
    Treasure Type: D
    XP: 100

    Brown Greepers, otherwise known as Grak’s Progeny, are a peculiar type of undead invented by legendary necromancer Grak by chance when an animate dead spell went awry. The bodies of men, dwarves and elves are imbued with a malevolent force that compels them to reach out and deliver a damaging touch which ignores armor. Their wits are dim, but they are fleet of foot. A dozen of them may suddenly rush forward to mob unsuspecting adventurers uttering “greep! greep!”

    Any physical blow striking a Brown Greeper releases a blast of magical force in the form of an animate dead spell. Up to 4 HD of dead bodies rise as zombies and fight alongside their moronic masters. As such, they may be found with several zombies trailing along with them when encountered.

    Brown Greepers can be found in cemeteries from which they range and return, bringing zombified victims back with them. When encountered in such a locus, a hoard of treasure type D will be found in a loose pile.

    Here’s the random monster stats that come out of the generator.

    Armor Class = 14 (or wears armor)
    Hit Dice = 2 HD
    8 feet, 180 pounds
    Attacks = touch 3d10
    Movement = 60
    No. Appearing = 6d4, 8d12 in lair
    Save As = Fighter
    Morale = 12
    Treasure Type = D
    Animate dead if struck.
    Looks like a ordinary humanoid.  
    Semi-intelligent (5 INT)

  • Sapphire Cursecoil

    Sapphire Cursecoil

    Here’s a monster that came out of the random monster generator.

    Armor Class: 19 (s)
    Hit Dice: 1+2
    No. of Attacks: 1
    Damage: 3d6 or disease (see below)
    Movement: 60′
    No. Appearing: 3d8, Lair 4d8
    Save As: Fighter: 2
    Morale: 12
    Treasure Type: F
    XP: 100

    These creatures resemble oversized blue snails, roughly 5 feet long and weighing about 166 pounds. They are highly intelligent (Intelligence 20), a cruel joke invented by a high level Magic User who fused aspects of lycanthropes and snails. As such, they can be harmed only by silver or magical weapons, and they spread their impressive numbers through a kind of magical disease or curse.

    A sapphire cursecoil attacks either by bludgeoning a foe with its head for 3d6 damage or by spraying forth a foul ichor (once per day). On a roll of 1-2 on 1d6, the victim contracts the curse that slowly transforms him into another cursecoil, progressively turning blue and folding into a snail-like shape until the change is complete. At any time before this end state, the victim may be restored with a remove curse spell. Afterwards, only a restoration spell can reverse it.

    Sapphire cursecoils are fearless and cunning, often found in groups that plan ambushes or use their curse to create more of their kind. They glide swiftly on their ventral feet, often swarming unsuspecting victims.


    Of course, I had to make some sense of the output, which was as follows.

    Armor Class = 19 (s)
    Hit Dice = 1 + 2 HD
    5 feet, 166 pounds
    Attacks = Disease or bludgeon 3d6
    Movement = 60
    No. Appearing = 3d8, 4d8 in lair
    Save As = Fighter
    Morale = 12
    Treasure Type = F
    Curse 1-2 on d6.
    Looks like a blue snail.  
    Highly intelligent (20 INT)

    A party of 4 adventurers of maybe 4th level should have a good time fighting off 15 or so of these guys. With low HD, they likely won’t land many hits, but woe to those victims that do get walloped. With 30 days to reverse the curse, it’s not too bad for PCs. The average 0-level villager has no chance.