Tuesday, December 27, 2011

Xhuul Bestiary: U'zaug


SIZE: Large
HD: 8 (d8)
MOVE: 120ft
AC: 12
ATTACKS: 1 Slam (1d10)
SPECIAL: Spore Spray, Camouflage, Spell Reflection, Partial Lightning Immunity, Hardy, Deafness Ray, Regeneration 6, Tremorsense 60ft
INT: Low
ALIGNMENT: Chaoatic evil
TYPE: Plant
XP: 1325 + 8/hp

U'zaug is a foul creation of the strange energies unleashed during the war between the gods that ravaged Xhuul. It is a large plant creature with a mobile root system that enables it to walk with incredible speed. It has 5 long stalks that each end in a venus-fly-trap type mouth. The plant is a sickly yellow-green color.

When attacking it slams into its prey with one of its stalks, doing 1d10 bludgeoning damage. The mouths at the end of the stalk do no damage themselves and function much like a venus fly-trap, secreting a slow digestive acid that breaks down its prey and absorbs it.

SPORE SPRAY: Once per round, U'zaug can emit a spore spray that drains 1d6 CON. The spore spray fires out in in 45 degree cone with a range of 70'. There is no save vs this effect. CON will return at 1pt/hour for those who survive the encounter.

CAMOUFLAGE: When U'zaug is immobile, it changes its color to blend into the background. This allows a +2 to suprise foes.

SPELL REFLECTION: U'zaug will reflect all spells of 4th Level or lower back upon the caster.

HARDY: U'zaug gains a +4 to all Saves.

PARTIAL LIGHTNING IMMUNITY: Assuming any lightning attack that is not a 4th level or lower spell (which would be reflected back to the caster), U'zaug will take 1/2 damage from a failed save or no damage on a successful save against lightning attacks.

DEAFNESS RAY: This is a ranged touch-attack. If the target fails it's DEX save, it will be rendered deaf for 6 Turns (1 hour).

REGENERATION: U'zaug heals rapidly at 6hp/round.

TREMORSENSE: U'zaug has no eyes, it feels the presence of other creatures up to 60ft away who travel on any surface. It cannot sense flying creatures.

Monday, December 26, 2011

Xhuul Bestiary: Navoor


SIZE: Large
HD: 4 (d8)
MOVE: 50ft
AC: 13
ATTACKS: Beak 1d10, Tail Whip 1d8
SPECIAL: Immune to blunt weapon attacks, parasites
INT: Animal
TYPE: Animal
XP: 60 + 4/hp

Navoors are large creatures standing at 8ft tall. They have a bird-like head and a body covered in black feathers. Their four legs are bird-like talons. They have a long black whip-like tail.

Navoors attack with their sharp beak, doing 1d10 piercing damage. They can also make a secondary attack at either the same target or another target with their long whip-like tail for 1d8 slashing damage.

Navoors have a rubber-like bone structure which absorbs hard impacts, and as such, they do not suffer any damage from blunt weapon attacks.

Navoors have a keen sense of their opponents health and will focus their attacks on creatures with the most remaining hit points.

Any creatures killed by a Navoor will be infected by a mutagenic parasite that will transform the dead creature into another Navoor within 24 hours. Navoors act as hosts for the parasite and this is the only way more Navoors can be created.

Xhuul Bestiary: Doarg

Over the holidays I purchased the PDF version of James Raggi's The Random Esoteric Creature Generator published by Goodman Games. I rolled up a creature and made a few tweaks and so I present to you, the Doarg, a predator of the forested regions of Xhuul.


SIZE: Large
HD: 2 (d8)
MOVE: 60ft
AC: 15
ATTACKS: Bite 2d6
INT: Animal
TYPE: Animal
XP: 10 + 2/hp

The Doarg is a predator that shares characteristics of a boar and wolf. It is a large creature standing at a height of 20ft at the head. The Doarg is covered in a thick coat of green fur that helps it to blend into it's environment when hunting. The Doarg is aggressive and will attack any creature it encounters due to it's voracious hunger. In combat, it will attack the foe that does it the most damage to it earlier in the same round or in the prior round.

Sunday, December 25, 2011

Happy Hothadays!

Happy Holidays and Merry Christmas to all of you.

Sunday, December 18, 2011

Star Wars: The Old Republic

I pre-ordered this new MMORPG from Bio-Ware last week. The game officially launches Dec. 20th, but if you pre-ordered, you got to play in the Early Access of the game which started on the 13th. I played over this week-end and the game really sucked me in. The story arcs for the different classes is really engaging. I managed to make two characters, a Smuggler and a Jedi Counselor. Very fun game.

Currently, I'm only playing in a Pathfinder game once a month, so computer games help fill the void in between game sessions.

Wednesday, December 14, 2011

An OSR Christmas

I've been practically burning a hole in my credit card purchasing OSR products this Christmas.

I've ordered the following the last few days, taking advantage of some special deals:
Castles & Crusades' Of Gods and Monsters book
Castles & Crusades' GM screen.
Faster Monkey Games' Lesserton & Mor PDF
LotFP's Tower of the Stargazer PDF
LotFP's Hammers of the God PDF

and today I ordered LotFP's Carcosa book+PDF.

I read through "Tower of the Stargazer" already and started on "Hammers of the God", but haven't finished it yet. If I'm lucky, I'll get Carcosa in two weeks while I'm off work during our holiday break.

Wednesday, December 7, 2011

I Want to Believe

"What the hell is that...? Don't tell me! - Jack Burton - Big Trouble in Little China

So, a strange object appears within the wake of a coronal ejected mass from the sun hitting Mercury. You can read about it here.

Saturday, December 3, 2011

Xhuul Tech: Biomedic Leech

Since there are no Clerics in the Xhuul setting, this poses a problem with access to healing for the badly wounded party. Some mutants do have the ability to heal others, but the ability isn't as common as healing magic is in a standard fantasy game.

To overcome this, one can purchase a Biomedic Leech. This is a vat-grown artificial organism that is 10" long that is kept in a protective container until needed. The Biomedic Leech is placed over a wound, where it secretes a mucus to staunch bleeding. It then analyzes the patient's blood for any diseases or toxins by taking a blood sample. It then creates an appropriate counter-agent or antibiotic and secretes that through a mucus into the wound and thereby filters the patient's system.

The Biomedic Leech can only be used to heal wounds and counter poisons and disease for a limited amount of uses. Since it does act as a filter, it can only work it's biotechnological healing before it too dies and then must be replaced. Since a Biomedic Leech is an artificial organism, it is not affected by spells that would affect living creatures.

The Biomedic Leech must be kept moist and within it's protective container, which provides a cool, moist environment when not in use. Arid, dry conditions will reduce the Leech's amount of charges as this dries out the protective mucus layer on the Leech. Exposure to intense heat or direct flame will immediately destroy it. The Biomedic Leech can come in a variety of sizes that provide more healing charges and the cost scales based on size.

Biomedic Leech
Cost: 10gp per charge
Effects: Cure Light Wounds (1 charge)
Cure Serious Wounds (2 charges)
Remove Poison (2 charges)
Cure Disease (3 charges)