Tuesday, August 18, 2009

Delightful Whimsy

I need to take a break from the mass combat system for my B/X Companion. Yeah, I’ve got it pretty much all figured out but getting it written up in a succinct, useable format is a bitch. So, as a break to myself, I present the following for your perusal:


‘Twas billig, and the slithy toves
Did gyre and gimble in the wabe
All mimsy were the borogroves
And the mome raths outgrabe

“Beware the Jabberwock, my son!
The jaws that bite, the claws that catch!
Beware the Jubjub bird, and shun
The frumious Bandersnatch!”


-Lewis Carroll, Through the Looking Glass



From Part 6: Monsters (B/X Companion):


Bandersnatch

Armor Class: 4.............No. Appearing: 1-2 (1-4)
Hit Dice: 5+2*.............Save As: Fighter 5
Move: 180’ (60’).............Morale: 7
Attacks: 1 Bite.............Treasure Type: Nil
Damage: 2D8............Alignment: Chaotic

This swiftly moving beast lunges from tree to tree like a cross between a panther and a baboon. It has a long, snapping neck that can extend so as to strike like a furious cobra (giving it a +2 on initiative). Its great jaws can deliver particularly vicious wounds, but the creature’s saliva is to be more feared as it generally carries a virulent rabies-like bacteria (save versus poison at -1 or suffer a brain fever acting as a confusion spell until cured by a cure disease or the like).

The bandersnatch prefers to ambush its prey when it can and will generally run if threatened directly.


Jabberwock*

Armor Class: 3.............No. Appearing: 1 (1)
Hit Dice: 18***.............Save As: Fighter 18
Move: 150’ (50’) .............Morale: 10
Attacks: 2 Claws, Bite.............Treasure Type: Nil
Damage: 2-9/2-9/3-24.............Alignment: Chaotic

The jabberwocky is a particularly fearsome creature that lurks in the deepest darkness of ancient forests. Nearly as large as a dragon, and vaguely humanoid in appearance, the creature has small wings that allow it to lope along at a good pace without actually allowing flight.

A malicious intelligence burns behind the jabberwock’s eyes, and it constantly babbles to itself in a nonsensical language. Those that hear it must save versus spells or be confused for 2D8 turns. Its long-nailed claws can snatch up a being of man-sized or smaller, and if it hits with either claw, it will bring its prey to its mouth to automatically bite for damage. Once held in a claw, the jabberwocky can continue to do bite and claw damage to its victim every round without rolling to hit.

The rubbery hide of the beast is proof against all weapons of +2 or lesser enchantment, and the creature always takes the minimum damage from blunt weapons. The jabberwock is also immune to all 1st and 2nd level spells (takes no damage and/or always saves). The monster lives to spread fear and cause mischief, and any treasure it collects is incidental to these other goals.


Jubjub Bird

Armor Class: 7.............No. Appearing: 0 (1-10)
Hit Dice: 1*.............Save As: Elf 1
Move: 240’ (160’).............Morale: 7
Attacks: 1.............Treasure Type: Special
Damage: 1-2 + special.............Alignment: Chaotic

The jubjub bird lives in a constant state of frenetic agitation, and will maliciously attack any individual that encroaches on its territory. While the brightly colored bird is not large, it strikes viciously and repeatedly with its beak. Anyone injured by the bird must save versus poison or feel their blood begin to boil, experiencing for a short time the same crazed passion of the jubjub. Those failing their save will feel compelled to immediately drop what they’re carrying, strip off all armor and clothing, and run naked through the forest scratching themselves and shrieking uncontrollably. The effects of the jubjub bird’s attack lasts only 1D4 turns, but it is quite possible the character will not recognize his surroundings when the effect ends. The blood of the jubjub potion, when boiled sufficiently, will act as a standard love potion.

3 comments: