B/Xing the 3e Monster Manual: Ankheg, Aranea, Archon

"Welcome to my parlor said the spider to the fly..."

Araneas are more commonly known as Werespiders but they are not true lycanthropes. They are hospitable, kind, and frequently excellent cooks. The old grandmother in the woods and the village baker who gives pastries to orphans are both Araneas.

Aranea 

AC 7 (12), HD 4** (20hp), Att 1x Bite (1d6 + poison), or Web, THAC0 19 (+3), 
MV 150’ (50’), SV D10 W11 P12 B13 S14, ML 8, AL C, XP 275, NA 1 (1), TT B (in lair)
  • Poison: Save vs Death or die in 2d4 rounds.
  • Web: As spell (at-will)
  • Illusory Appearance: Araneas are spider/human hybrids who's true forms are perpetually hidden by an illusion which depicts them as kindly old souls. Magic that penetrates illusions sees through this. Additionally, Aranea always detect as evil.
  • Spells: Charm Person, Hold Portal, Sleep, Mirror Image
  • Description: Fat, jolly, and always has a sweet treat on hand to offer its victims. Why does their smile look predatory?
  • Combat: An Aranea will always avoid combat preferring to charm, separate, and incapacitate its victims.
  • Avoid: Don't accept sweet treats from strangers (an Aranea's are always poisoned
 

In deserts the Ankheg is one of the most feared predators. Death due to stumbling into an Ankheg's trap is swift. Even if travelers survive the initial attack, help is a horizon away.

Ankheg
AC 4 (15), HD 6+1** (28hp), Att 1x Bite (1d8 + poison), or Breath THAC0 13 (+6), 
MV 150’ (50’), SV D10 W11 P12 B13 S14, ML 9, AL N, XP 950, NA 1 (1d4), TT E
  • Surprise: 4-in-6 if stepping on 20x20 Ankheg pit (detect traps will reveal pit)
  • Poison: Save vs Paralyze or paralyzed 2d4 rounds.
  • Breath: 3/day 60' line of acid (damage = current HP)
  • Description: A huge armored ant with oversized mandibles dripping with acid. Describe all its claws, jaws, hooks, and spikes.
  • Combat: When stepping into an Ankheg pit the victim will tumble into the waiting jaws of the Ankheg. It will paralyze and drag as many victims as it can into its pit. It generally only uses its acid as self defense if overwhelmed.
  • Avoid: Ankhegs are ambush hunters and will not stray far from their lairs, even in pursuit of prey. Avoiding their pits is usually enough to skirt an encounter with an Ankheg.
 
Archon's are basically angels, but the Lantern Archon has some teeth that can be extrapolated into something interesting.  "A ball of glowing light floats toward you." Not everything in the dungeon is evil, sometimes when virtuous souls die in the dungeon they become Archons. The trouble is, the Archon believes that everything in the dungeon is evil... 


Archon
AC 3 (16), HD 1+2 (6hp), Att 1x Radiant Light (1d8) THAC0 18 (+1), 
MV 180’ (60’) fly, SV D12 W13 P14 B15 S16, ML 12, AL L, XP 25, NA 1d6 (0), TT None
  • Radiant Light: 60' range, the blast of light deals searing damage.
  • Radiant Aura: All metal within 30' of an Archon is effected by the Heat Metal spell.
  • Description: A warm glow, like a lit hearth, shatters the darkness at the end of the hall. Why does it look so inviting?
  • Combat: Archons shoot first and ask questions later. They will attempt to stay out of melee range and drive intruders out of their dungeon level.
  • Avoid: It is possible to convince an archon that a party is not evil (although generally not before it gets off a few shots). If successful an Archon will guide the party through its dungeon level and reveal all secrets. However, an Archon will never leave its dungeon level.

B/Xing the 3e Monster Manual: Animated Objects

Animated objects are a pretty broad category and as presented in the Monster Manual they are basically what I refer to as "Constructs of Opportunity." They are mindless automatons that do nothing but prescribed tasks in response to an outside stimulus.  However, the best "Animated Objects" from popular media that I will draw on are more appropriately referred to as "Awoken" as they have been personified with human-like emotion.
 
I will be drawing on Aladdin, Camelot, Harry Potter, and Fantasia in these examples. Fantasia is probably the best example of a true animated object, however even it has an interesting twist. There is an interesting intersection between intelligent magical swords and awoken objects.
 
 First are Spear-Pigs. When magic is used to give animal instinct to a weapon the result can be a dangerous beast. Pigs are ideal candidates given their high intellect, large builds, and voracious appetites. Below is the spear-pig.

 

Spear-Pig
AC 7 (12), HD 3 (13hp), Att 1 x spear (1d8), THAC0 17 (+2) 
MV 150’ (50’) Walk, SV D12 W13 P14 B15 S16, ML 9, AL N, XP 35, NA 1d6 (1d6), TT None
  • Charge: Given at least 10' to attack the spear pig deals 2d8 damage.
  • Description: Fat sloppy beast with a spear protruding from between its beady eyes. How do you know that it thinks you are food?
  • Combat: Spear-Pigs attack by charging their prey. The will repeatedly charge and retreat.
  • To Avoid: Spear-Pigs are always hungry and is used to eating carrion and scraps provided by its masters. Providing it food will distract it for 1d4 rounds (until its done eating).
  • Treasure: The spear protruding from its head is connected to its spine. If removed it functions as a +1 spear.

Flying carpets are common fantasy tropes, but nobody did it better than Aladdin.

 

Flying Carpet
 
AC 7 (12), HD 2 (9hp), Att 1 x wrap (paralyzed) THAC0 18 (+1)
MV 240’ (80’) Fly, SV D12 W13 P14 B15 S16, ML 7, AL N, XP 20, NA 1 (0), TT Non
  • Construct: Make no noise until they attack. Immune to effects that affect living creatures (i.e. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep). 
  • Vulnerable: Double damage from fire. 
  • Surprise: 4-in-6 chance to surprise, looks like a normal carpet.
  • Wrap: Ogre size or smaller creatures must Save vs. Paralyze or be paralyzed by the constricting carpet.
  • Description: An ornate woven carpet with vibrant patterns and luxurious tassels. What makes it look curious?
  • Combat: Flying carpets are shy and if given the opportunity would rather flee than fight.
  • Avoid: Carpets are always looking for companions and if treated with respect they can become loyal friends with dog-like intelligence. However, if consistently mistreated they will flee.

An evil sorting hat used for the interrogation of prisoners.

Inquisitor's Hood
 
AC 7 (12), HD 2 (9hp), Att 1x Blind & Constrict THAC0 18 (+1)
MV 90’ (30’) Fly, SV D12 W13 P14 B15 S16, ML 12, AL N, XP 20, NA 1 (0), TT None
  • Construct: Make no noise until they attack. Immune to effects that affect living creatures (i.e. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep). 
  • Blind & Constrict: A creature must Save vs. Death or be blinded and begin choking. They will die in 2d4 rounds. Shouting a secret that is harmful or embarrassing either to themselves or someone the victim cares about will give them another 1d4 rounds of breath per secret.
  • Description: A black hood with no eye holes and a leather drawstring around the neck. What is your darkest secret?
  • Combat: When a creature gets within 30' of an Inquisitor's Hood it will fly wrap itself around the head of the victim. When a creature dies it will suck out their brains in 2d6 hours. It must eat 1 brain per month to stay alive.
  • Avoid: Inquisitors Hoods are often kept locked up. Being able to telepathically communicate (Helm of Telepathy, ESP, etc) allows a character to automatically control the Inquisitor's Hood.
 
Apprentice's Broom

AC 7 (12), HD 1* (4hp), Att 1x Bash (1d4), THAC0 19 (+0),
MV 90’ (30’), SV D12 W13 P14 B15 S16, ML 12, AL N, XP 20, NA 2d4 (0), TT None
  • Mundane Damage Immunity: Can only be harmed by magic attacks or fire.
  • Immunity: Unharmed by gas, unaffected by charm, hold, and sleep spells. 
  • Split: Whenever the Apprentice Broom takes damage from non-damaging sources it instead splits into +1d4 identical copies of itself.
  • Description: A common broom animated to complete a repetitive task. What task is it doing?
  • Combat: If the broom's task is interrupted it will attack violently.
  • Avoid: Do not interrupt what the broom is doing, even accidentally. As long as it is unbothered it will continue to mindlessly complete its orders.

 


OD&D Wilderness Adventuring Part II

Previously I clarified some of the OD&D wilderness adventuring rules for myself in OD&D Wilderness Adventuring Part 1 . This made me...