So, there were some gonzo-strange critters and toys back in the day that probably could be used as is with most of the retro-clones and OSR-style rules systems to add a little flavor to your games now and again. However, since our group is basically running the
Advanced Knights of the All Mind 5th ed. mod (not even a "hack"), we need a little update.
What I would love is if Emperor's Choice, for instance, would get it together to publish a nice 5th ed. or OSR-style monster manual of Arduin uglies. Heck, I would put it together myself if they would let me Kickstart it.
During the meanwhilst what I would like to do is just share a translation from time to time of what some of the stuff from yore might look like in an updated form of 5th ed./
Advanced Knights and toshare a little of what's out there if you dig a bit.
Here is my first foray,
The Cerebro Demon from "
The Necromican" (1979) written by Erol Otus, (yes,
that Erol Otus) Mathias Genser, and Paul Reiche III. (Only used print editions are commercially available
here starting at well over $800, someone posted a digital version
here.)
The Cerebro Demon.
Hit Dice: 10d10.
Movement: Crawl at 7.5', or fly at 30'.
Dexterity: 18-22.
Armor Class: 16.
Attacks: 8 large tentacles 3d6 hit points damage.
Psychic Attacks: Project Knowledge Not-Meant-to-be-Known DC 20 Wisdom save (Succeed: Stunned 1 melee round, Fail: Victim goes permanently and gibberingly insane). Control Will DC 20 Wisdom save (Fail: Completely under control of demon will do will do anything demon tells to do). Zap Brain DC 20 Wisdom save (Fail: Death).
Special Abilities: Communicates telepathically, immune to all psychic attacks, 75% resistant to magic and techno, teleport without error.
Description: This demon travels freely on the ethereal and astral planes and can attack from these planes with its psychic attacks. It is highly intelligent and can understand virtually any order, no matter how complex. Its small tentacles can manipulate the most delicate machinery and magical apparatus, but are useless in battle. It knows everything that humans were not meant to: Cthulhu's face, the Old One's telephone number, etc., and one of its psychic attacks is projecting this knowledge into a human mind. The demon can also use its telepathic powers to control the will of any being. Finally, it can zap the brain of an opponent causing death if the opponent fails saving throw. The cerebro demon communicates telepathically and is immune to all psychic attacks.