High Noon- First Draft Complete- Here’s the Bestiary From the Weird West Chapter

Well High Noon first draft is FINALLY done!  Yeehaw!! uumm…  Yeah that was disturbing… sorry.

Anyways- I still want to write two or four one page adventures that will go in the book.  I will do one or two true Western adventures and then the same for Weird West.  High Noon will now get shelved for the next couple of weeks as I delve full bore into Hubris now that the Kickstarter is over.  Once I get what I need to do to move the project further down the rails to completion I will come back to High Noon as well as my White Star book (which is also very nearly complete).

Anyways- I thought I’d post the Bestiary for the “But I Want it Weird” chapter.

Here are the Weird Classes: Knight of Faith, Shaman, Sorcerer, and Weird Scientist.  Oh and if you want to come back from the dead- well here’s that too.

Bestiary

The Weird Bestiary

The Weird West is made weird, not only by people possession strange powers and inventing bizarre gizmos, but by the horrific monsters that wander the plains or lurk in the shadows of a boomtown.  Below are a few examples of monsters that may be encountered in a Weird West campaign.

 

Definitions

Hit Dice (HD): This determines the number of Hit Points an enemy has.  It is important to note that this number will change depending on which Hit Point option your group is using (pg XX).  If the number has a +# after it, this represents additional HP; 3HD+2 means 3 Hit Dice (see options below) plus an additional 2 HP.

 

Hit Point Option 1- The Gritty: Enemies/NPCs all start with 11 HP, this represents 1 HD.  Each additional HD equals +1 HP.  Example: 3HD Bandit leader has 13 HP.

Hit Point Option 2- The Not as Gritty: Enemies/NPCs all start with 18 HP.  Each additional HD equals +1 HP.  Example: 3HD Bandit leader has 20 HP.

Hit Point Option 3- The Traditional:  This represents the number of Hit Dice a GM rolls, then adds up the total to generate the enemy’s Hit Points.  Example: To get the HP of a 3 HD Bandit leader, the GM rolls 3d6, resulting in a 6, a 4, and a 2.  The Bandit leader has 12 HP.

 

The number of HD an enemy has also represents their Initiative and Base Attack Bonus.  A 5HD creature gains +5 to Initiative and +5 to attack.  Note: If you are using the optional Group Initiative rule (pg XX), then do not factor the HD into the enemy’s initiative.

 

Weapon (Damage) (W (D)): This is the amount of damage the bite or claws of a creature will do.  If it is a weapon, such as a gun, that info can be found in the equipment chapter (pg XX-XX).

 

Armor Class (AC): This is the base number needed to hit a target.  Armor class is explained in more detail on page XX.

 

Special (S):  This is any special info or abilities the enemy may have.  This could be the tracking skill of the bounty hunter, the enhanced smell of a mountain lion, or the poison of a rattle snake’s bite.

 

Movement (MV): This is how fast a target moves in one round.

 

Saving Throw (ST): This is the target number an enemy must roll equal to or above to succeed a saving throw.  To figure out a creature’s ST, start at 19 and subtract their HD.

 

Experience (XP): Players gain experience from killing, capturing, or subduing an enemy.  Consult the experience table below for how much XP an enemy is worth.  There is also an experience chart for enemies for the Weird West in Chapter 6: But I Want it WEIRD, pg XX-XX.

 

Experience Table
HD Experience Earned
1 15
2 30
3 60
4 120
5 240
6* 400
7* 800
8* 1,000
9* 1,200
10* 1,400

 

*= by and large if your group is playing a gritty old west game, most enemies will not go above 5HD.  Enemies and creatures that are 6 to 10 HD should be the tough hombres that utilize are members of the classes outlined in Chapter 2 pg XX-XX.

 

Weird Creatures

 

Alien, Brute

HD: 3; W (D): Ray gun (2d6), Claws (1d6+1); AC: 14; S: Invisibility, Enhanced eyes, Track, Nano-healing; MV: 30; ST: 16; XP: 60

 

Brute aliens are keen hunters and are on earth looking to kill us for sport or to gather us up as slaves (or possibly a food source).  A Brute alien has enhanced eyes, and it is impossible to blind them in any way (even with spells) or sneak up on them.  A alien brute has the Track skill.  A favored tactic of the brute alien is to turn invisible and sneak up on prey.  A brute alien can use Invisibility as often as they like, however electricity damage shorts out the device for 1d4 hours.  Once per day a alien brute can inject healing nanites into their system as a free action, restoring half their HP.

 

Alien, Psi

HD: 2; W (D): Ray gun (2d6); AC: 12; S: Spells; MV: 30; ST: 17; XP: 30

 

Psi aliens have grey, slimy skin, three long fingers, and large shimmering eyes and a bulbous head.  They come from beyond the stars and are looking to study and enslave us.

 

A psi alien is able to use the following sorcerer spells (pg XX-XX): Cause Fear, Charm Person, Darkness, Freedom of Movement, Invisibility, Mage Armor, Magic Missile, and Tongues.

 

A psi alien is able to cast three of these abilities per day.  If desired a psi alien can cast more, but increase their HD by one, reduce their saves, and increase their XP award. 

 

Alien, Tech

HD: 3; W (D): Ray gun (2d6); AC: 12; S: Gadgets; MV: 30; ST: 16; XP: 60

 

Tech aliens come from far, far away and are here to study the Earth and its inhabitants.  This can be for benevolent reasons or perhaps they are simply looking for natural resources to plunder.

 

A Tech alien has four inventions from the Weird Scientist gadgets (pg XX-XX) on them.

 

Demon, Lesser

HD: 2; W (D): Claws (1d6), Bite (1d6-1), Tail (1d6-2); AC: 10; S: Blister Fever, Immunity, Heat; MV: 30; ST: 18 XP: 30

 

Lesser demons are the slaves of Hell.  These despicable creatures do the bidding of demons and greater demons.  They range in height from 2’ to 5’ high, are usually hairless and covered in warts and blisters.

 

A lesser demon can make two attacks per round between two claws, biting, and their tail.  A lesser demon radiates heat, making it uncomfortable to be around them, but it does not cause damage.  All demons are immune to any fire based damage, natural or magical.  A target that is struck by a lesser demon must succeed a ST or develop painful blisters on their flesh.  These blisters make it painful to move, reducing movement speed by 10’ per round and causing all physical actions to suffer -2.  This malady lasts for one month before clearing.  Holy water does 1d6+2 damage to a lesser demon and they must succeed a ST or be stunned for 1d4+1 rounds.

 

Demon

HD: 6; W (D): Claws (1d6+1), Bite (1d6), Tail (1d6-1); AC: 14; S: Immunity, Heat, Fly, Flame, Possession; MV: 30; ST: 13 XP: 400

 

Demons are fearsome creatures.  Demons revel in death, decay, and chaos.  Demons are usually 6’-8’ tall, have large claws and fangs, bat-like wings, and a barbed tail.

 

A demon can make two attacks per round between two claws, biting, and their tail.  A demon’s tail has a reach of 10’.  A demon radiates searing heat, causing 1 point of damage per round to all who are within a 5’ radius.  All demons are immune to any fire based damage, natural or magical.  A demon also ignores 2 points of damage from all sources save magical spells, abilities, or items.  Demons are able to fly at a rate of 40’/rnd, cast flaming hands three times per day, and once per day take possession of a target.  When a demon attempts to posses a target they receive a ST.  If successful the demon vanishes, becoming incorporeal, and their consciousness takes over the individual.  The demon has access to any knowledge and abilities of the target.  If the subject is harmed, the demon suffers no damage.  The demon occupies the host body for 1d4 rounds.  After that the subject is allowed a new save each round to attempt to eject the demon.  Holy water does 1d6+1 damage to a demon and they must succeed a ST or be stunned for 1d3+1 rounds.

 

Demon, Greater

HD: 10; W (D): Claws (2d6), Bite (1d6+2), Tail (1d6+1); AC: 14; S: Immunity, Heat, Fly, Flame, Darkness, Possession; MV: 30; ST: 9 XP: 1,400

 

Greater demons, often called Demon Lords, are masters of Hell and pain.  Greater demons command demons, lesser demons, and even undead such as skeletons, zombies, and sometimes even vampires.  Greater Demons are usually 7’-10’ tall, have large claws and fangs, bat-like wings, and a barbed tail.

 

A demon can make two attacks per round between two claws, biting, and their tail.  A greater demon’s tail has a reach of 15’.  A greater demon radiates searing heat, causing 2 point of damage per round to all who are within a 5’ radius.  All demons are immune to any fire based damage, natural or magical.  A greater demon also takes half damage from all sources save magical spells, abilities, or items.   Demons are able to fly at a rate of 40’/rnd, cast Flaming Hands (pg XX) three times per day, Darkness (pg XX) once per day, and twice per day take possession of a target.  When a demon attempts to posses a target they receive a ST.  If successful the demon vanishes, becoming incorporeal, and their consciousness takes over the individual.  The demon has access to any knowledge and abilities of the target.  If the subject is harmed, the demon suffers no damage.  The demon occupies the host body for 3d4 rounds.  After that the subject is allowed a new save each round to attempt to eject the demon.  Holy water does 1d6 damage to a greater demon and they must succeed a ST or be stunned for 1d3 rounds.

 

Ghost

HD: 4; W (D): Touch (1d6-1); AC: 16; S: Drain, Immunity, Horror; MV: 30; ST: 15; XP: 120

 

Ghosts are the bitter, vengeful spirits of the dead.  They linger in areas of decay and sorrow, or where they were killed or buried.  Not all ghosts are evil or violent; some want to talk or seek help to put them to rest.

 

The touch of a ghost is deadly and siphons the life from a target.  Each time the touch of a ghost lands, the target must succeed a ST or be drained of 1d3 Constitution (permanently).  Once per day a ghost can issue a horrific scream (as Cause Fear, pg XX).  A ghost is immune to all damage save for magic and magically charged items and weapons.  Holy water will damage a ghost for 1d6+1 points of damage.

 

Nightmare

HD: 3; W (D): Hooves (1d6), Bite (1d6-1); AC: 12; S: Smoke, Flame Breath, Fear Aura, Immunity; MV: 60; ST: 16; XP: 60

 

The Nightmare is a horse bred in the pits of Hell; their mane and hair around their hooves are dancing flames, their teeth are needle-like, their eyes burn and churn like hot magma, and sulfuric steam issues from their nostrils.  They are vengeful, malicious spirits that enjoy causing harm and chaos.  They often times will equally maligned humans ride on their back.

 

The ground beneath a nightmare wilts and scorches and will ignite if it stays still long enough.  When in combat a nightmare prefers to start by issues flames from its nose (as Flaming Hands, pg XX), igniting its foes, then it uses its fear aura (as Cause Fear, pg XX) and then A nightmare can use these abilities once per hour.

 

Skeleton

HD: 1; W (D): As weapon; AC: 10; S: Undead, damage reduction; MV: 30; ST: 18; XP: 15

 

These reanimated skeletal remains of a human or animal.  These creatures are mindless and tend to follow the orders of an evil sorcerer or diabolical creature.  Skeletons are undead and are immune to poisons and fear effects (except turn abilities) and take half damage from any source except magic and bludgeoning.

 

Vampire, Lesser

HD: 2; W (D): As weapon, claws (1d6-1), bite (1d6-2); AC: 12; S: Regen, Sunlight Weakness, Undead, damage reduction, Immunity, Call of the Night; MV: 30; ST: 17; XP: 30

 

A lesser vampire is a human that has recently been embraced by a vampire.  A lesser vampire is not a strong as their older kin.  A lesser vampire regains 1 hit point per hour and is restored to full HP after resting in their coffin for the day.  A vampire is immune to fear effects (except for turn abilities) and ignores 1 point of damage except from magic.  Once per night a vampire is able to call to the night for aid, summoning a wolf or 1d4 bats to aid them in combat.  A lesser vampire that is in sunlight for more than two rounds is instantly destroyed.  A vampire can be repelled by religious objects held by true believers.  Holy water deals 1d6 damage to a vampire.

 

If a vampire is reduced to zero HP they become a lifeless corpse.  The only way a vampire can truly be destroyed is to put a stake in their heart and cut off their head.

 

Vampire

HD: 4; W (D): As weapon, claws (1d6), bite (1d6-1); AC: 13; S: Regen, Sunlight Weakness, Undead, damage reduction, Immunity, Charm Person, Call of the Night; MV: 120; ST: 15; XP: 120

 

A vampire is a human that was embraced by a vampire in the last century. Vampires are agile and cunning hunters.  A vampire regains 1 hit point every round and is restored to full HP after resting in their coffin for the day.  A vampire is immune to fear effects (except for turn abilities) and ignores 1 point of damage except from magic.  Once per night a vampire is able to call to the night for aid, summoning a 1d3 wolves or 2d4 bats to aid them in combat.  A vampire can use Charm Person (pg XX) once per day.  A vampire that is in sunlight suffers 1d6 damage per round, if they are reduced to zero HP from sunlight damage, they are destroyed.  A vampire can be repelled by religious objects held by true believers.  Holy water deals 1d6 damage to a vampire.

 

If a vampire is reduced to zero HP they become a lifeless corpse.  The only way a vampire can truly be destroyed is to put a stake in their heart and cut off their head.

 

Vampire, Master

HD: 7; W (D): As weapon, claws (1d6+1), bite (1d6); AC: 14; S: Regen, Sunlight Weakness, Undead, damage reduction, Immunity, Charm Person, Gaseous Form, Invisibility, Call of the Night; MV: 800; ST: 12; XP: 15

 

A master vampire is a human that was embraced by a vampire about 250-500 years ago. Vampires are agile and cunning hunters.  A master vampire regains 2 hit points every round and is restored to full HP after resting in their coffin for the day.  A vampire is immune to fear effects (except for turn abilities) and ignores 2 point of damage except from magic.  Once per night a vampire is able to call to the night for aid, summoning a 1d6 wolves or 3d4 bats to aid them in combat.  A master vampire can use Charm Person (pg XX) twice per day, cast Invisibility once per day, and is able to turn into a gaseous form for up to an hour twice per day.  Transforming into this fog takes one round, as does reverting to their natural form.    A vampire that is in sunlight suffers 1d6 damage per round, if they are reduced to zero HP from sunlight damage, they are destroyed.  A master vampire cannot be repelled by religious objects held by anyone other than mystically powered religious figures (IE Knights of Faith and Shamans).  Holy water deals 1d6-1 damage to a master vampire.

 

If a vampire is reduced to zero HP they become a lifeless corpse.  The only way a vampire can truly be destroyed is to put a stake in their heart and cut off their head.

 

Vampire, Ancient

HD: 10; W (D): As weapon, claws (1d6+2), bite (1d6+1); AC: 16; S: Regen, Sunlight Weakness, Undead, damage reduction, Immunity, Charm Person, Gaseous Form, Invisibility Call of the Night; MV: 30; ST: 9; XP: 1,400

 

An ancient vampire is a horrific foe that is cruel, bloodless, and powerful.  They were embraced by a vampire over 500 years ago and resemble human with bestial bat-like traits than their younger kin.  Ancient Vampires are agile and cunning hunters.  A ancient vampire regains 3 hit points every round and is restored to full HP after resting in their coffin for the day.  A vampire is immune to fear effects (except for turn abilities) and ignores 3 point, even from magic.  Once per night a vampire is able to call to the night for aid, summoning a 3d2 wolves and 3d4 bats to aid them in combat.  An ancient vampire can use Charm Person (pg XX) three per day, cast Invisibility twice per day, and is able to turn into a gaseous form for up to an hour as often as they like.  Transforming into this fog takes one round, as does reverting to their natural form.  An ancient vampire that is in sunlight suffers 1d3 damage per round, if they are reduced to zero HP from sunlight damage, they are destroyed.  A master vampire cannot be repelled by religious objects held by anyone other than mystically powered religious figures (IE Knights of Faith and Shamans).  Holy water deals 1d3 damage to a master vampire.

 

If a vampire is reduced to zero HP they become a lifeless corpse.  The only way a vampire can truly be destroyed is to put a stake in their heart and cut off their head.

 

Wendigo

HD: 8; W (D): Claws (2d6), Bite (1d6+2); AC: 16; S: Corruption, Regen, Hysteria, Speed, Immunity; MV: 80; ST: 11; XP: 1,000

 

The Wendigo is a human that has become a cursed creature for practicing cannibalism.  The Wendigo is half-man half-beast creature that stalks the forests, staying near towns and villages, hoping to snag a wandering human.

 

Tales of the Wendigo speak of its speed and ferocity.  A Wendigo regains 2 HP per round and half damage from all sources save magical spells.  A Wendigo’s insatiable hunger makes it immune to any fear effects (even magical).  Once per day a Wendigo can let out a horrific bleating noise.  Targets in a 60’ radius must succeed a ST or become stunned and unable to move for 1d4 rounds.  Oftentimes a Wendigo will use this to paralyze a foe and then stalk off into the darkness.

 

The claws and bite of a Wendigo can cause a corruption to grow in a person.  After combat is over roll a secret ST for any character injured.  If they fail the ST they have developed Wendigo Psychosis and now crave human flesh.  Any time they are near a dead body or open wound they must succeed the urge to devour it. Successfully resisting three times (or being blessed by a Knight of Faith or Shaman to remove a curse) will break the curse.  If a character consumes human flesh they lose half of their Wisdom score (permanently).  The second time they consume human flesh, they wander into the wilderness and begin the painful transformation into a Wendigo.

 

Half Animal shape (roll 1d10)

1) Bear; 2) Deer; 3) Elk; 4) Moose; 5) Cougar; 6) Hawk; 7) Badger; 8) Wolf; 9) Snake; 10) A hybrid mix of two- roll twice

 

Werewolf

HD: 3; W (D): Claws (1d6+1); AC: 15; S: Regen, Silver Weakness, Unbridled Wrath, Scent, Surprise, Transmission; MV: 40; ST: 16; XP: 60

 

A werewolf is a person who has been cursed to transform into horrific half-man half-wolf beasts.  A werewolf stands roughly 6’ high and weights 200 or more pounds.  A werewolf has a strong sense of smell and has the Scent skill.  A werewolf attacks with a terrible ferocity, and is able to use the Unbridled Wrath ability (pg XX).  A werewolf regains 1 hit point back per round from any damage that is not silver.  A werewolf has a weakness to silver and takes full weapon damage from the source.  Damage from silver heals at a normal rate for a werewolf.  A werewolf has a 1-3 chance to surprise a target.  A person that is struck with a werewolf’s claws has a chance of contracting the disease.  See below.

 

Player Characters as Werewolves

After combat has been resolved roll a secret saving throw for the character.  If the roll fails, the character has contracted lycanthrope.  The afflicted character will transform into a werewolf at the next full moon.  Werewolves are ferocious beasts and will attack anything that they come across.  If the target(s) are close to the werewolf they are allowed to roll under their Wisdom score to avoid attacking, fleeing instead.

After the initial transformation the PC will always change on the full moon and be a beast for the whole night, until the sun rises.  When a PC is reduced to 50% of their hit points they must make a saving throw to avoid transforming into a werewolf (however they are allowed to forgo the ST and instead just transform into the creature).  When transformed due to any reason other than the full moon, the PC makes a save each hour to revert to their normal form.

 

Zombie

HD: 1; W (D): As weapon; AC: 10; S: Undead, damage reduction; MV: 20; ST: 18; XP: 15

 

Zombies are the reanimated rotting, fetid remains of a human.  Zombies are mindless and tend to follow the orders of an evil sorcerer or diabolical creature.  Zombies are undead and are immune to poisons and fear effects (except turn abilities) and take half damage from any source except magic.

 

Descriptions for Class-based Enemies

As stated in Chapter 5, feel free to use the classes as enemies as well, however it is recommended that this is reserved for high profile or important enemies and NPCs.  An evil Cult of Personality is using the word of god to enslave a town, but it’s his champion, an evil sorcerer that is really pulling the strings and putting true fear into the populace. The creepy mansion at the top of the hill is home to a Weird Scientist who is fascinated with stitching human bodies together in an attempt to create her perfect mate, etc.

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About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

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