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Friday, August 31, 2018

Gonzo Monster - Air Squid

"Air Squid" art by Carol Rode (1977)
The Air Squid is a fantastic, yet simple creature created by Dave Hargrave (of "Arduin" fame) for the first "All the World's Monsters" edited by Steve Perrin and Jeff Pimper for Chaosium and published in 1977. Players of Arduin probably remember the more explosive, hydrogen-filled "air sharks."

Air Squid

Hit Dice: 6d8+6 to 12d8+12. Movement: Fly at 30'. Dexterity: 7-12. Intelligence: 2-12. Armor Class: 13. Alignment: Chaotic Neutral.

Attacks: 12 tentacles 1d8 hit points constriction damage. 1 beak 1d10 hit points bite damage.

Description: Giant, helium-filled squids which "swim" through the air. Usually sky-blue in color with great, dull-white eyes. 35 to 75 feet long. Their lairs are on mountain peaks.

Saturday, August 18, 2018

Gonzo Items - The Helm of the Heinous


The Helm of the Heinous from "Booty and the Beasts" (1979) written by Erol Otus, Mathias Genser, and Paul Reiche III. (There are no commercial editions of this book available, including no used copies I could find. Someone posted a digital version here.)

The Helm of the Heinous

Powers:
  1. Speak With Dead (no matter what their state of composition may be); 
  2. Solicit aid from Demons whenever they are met (Demons will not obey all of the wearer's commands, but will take suggestions if they like them); and
  3. Fire beam of sickly yellow light (Usage: 3x per day, Range: 240', Target: single, Save: yes, Effect: If the target fails saving throw, will attempt to commit suicide using the most effective means available. If the victim succeeds on saving throw, will lapse into unconsciousness for 1-6 melee rounds).
Additional Effect: 60% chance any undead will not attack the wearer.

Description: This rare and arcane piece of magic is sought with fervor by all manner of evil beings, for it possesses several magic attributes, none of them trivial. The Helm of the Heinous will only serve those who work toward evil ends and will not function for anyone else.

Tuesday, August 7, 2018

Gonzo Monsters

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.