Something I'm going to try every now and then, posting C&C stats for various monsters, either adapted from various games or media, or original creatures.
Broo
No. Enc.: 2-6, 6-36
Size: Variable, usually Medium
HD: 2 (d8) + 2 HP (but see below)
Move: 30 ft (but see below)
AC: 13 (see below)
Attacks: Weapon (usually 1d6) or Head Butt (1d4)
Special: Chaos Features, Disease, Mixed Heritage, Poison Immunity, Track
Saves: P
INT: Average
Align: Chaotic Evil
Type: Humanoid
TR: 2
XP: 25 + 2 per HP (+5 per beneficial chaos ability)
Broo are chaos-spawned humanoid creatures that usually look somewhat similar to humans or other humanoid creatures, but with a goat-like head (or occasionally some other horned creature, such as deer or antelope). They are vile creatures, given to depraved practices, and even other evil humanoids will usually shun them, in large part because they are also virulent disease spreaders. They worship gods of chaos and disease. 9 in 10 broo are male, and they kidnap other humanoids and animals to mate with. They are most common in wastelands, wilderness, swamps, and mountain areas, and will usually make their home in either caves or ruins.
Their skin is naturally tough (AC 13), but they often wear scavenged leather and/or piecemeal armor (AC 14), and about half of them will have shields, as well (AC 15). Of those not carrying shields, 1 in 6 will have some sort of missile weapon. They will carry a variety of weapons, with spears being common. When a smaller group/patrol (2d3 in number) of broo is encountered, if there are 5+ in the group there will also be a sub-leader (3HD+3) present. There is also a chance (roll d8 equal to or less than the number present) that there will be a shaman with them (treat as 2nd level cleric). In a broo nest, there will be 6d6 'normal' broo, along with 1d3+1 sub-leaders and a 4HD+4 chieftain (who will be +1 to hit and damage in melee combat due to higher STR), as well as 1d4+1 shamans, one of which can cast and fight as a 3rd level cleric. There will also be 1d10 slaves and/or breeding creatures held captive, as well.
In areas where broo are not uncommon, farmers will shun having goats as livestock.
Combat: Broo are raiders, stealing both wealth and captives, the latter for their degraded rites as well as to impregnate to create new broo. They enjoy the fact that their attacks will also spread disease among their victims. They usually do not fight to the end (unless defending their nest), and will usually flee after losing half their number during a given combat.
Chaos Feature: Any given broo will have a 2-in-6 chance of having some unusual chaos feature (sub-leaders, chieftains, and shamans have a 3-in-6 chance). Roll a d30 on the table below for each individual broo:
1 - Has two heads, gets two saving throws verses any magical effects that are mental in nature (i.e. charm, illusions, etc.), and only half normal chance of surprise
2 - Has only one eye (like a cyclops), -2 to any missile attacks
3 - Four arms, gets to make two melee attacks per round
4 - 1d3+1 tentacles instead of arms, can weild weapons or attack for 1d4 damage, gives extended melee range for attacks
5 - +1d4 to all magical saving throws
6 - +1d3 modifier to STR, probably has a larger (1d8) melee weapon
7 - +1d3 modifier to DEX, will also carry missile weapons
8 - +1d3 modifier to CON, +1 HP per HD
9 - Spits acid, 1d8 damage 1d3 times per day, 15 feet range, DEX save to avoid, armor and gear will be damaged if not quickly removed
10 - Regenerates 1 HP per round until dead
11 - +1d4 to natural AC
12 - +10" to move
13 - Immune to magical scrying/detection
14 - Electrical touch, 1d6 damage 1d3 times per day, can be conducted through metal weapons
15 - Claws, 1d4 damage, can also secrete type III poison 1d3 times per day
16 - Can cast spells as per a 1st level Wizard
17 - Wisdom Drain, as per Lamia abilty, 1d6 times per day
18 - Prehensile tail that can fire 1d3 spikes per round, doing 1d6 damage per spike, as per the Manticore ability, maximum 2d6 spikes per day, 40 ft range
19 - Innate sense of direction, as per the Minotaur Natural Cunning ability
20 - Rust metal items 1d3 times per day, as per a Rust Monster
21 - Immune to all fire-based attacks
22 - Create vile stench that nauseates non-broo, 1d4 times per day, as per the Troglodyte ability
23 - Can adhere to and climb any wall or surface, like a spider
24 - Can detect magic, 30' range, automatically
25 - Create silence, 15' radius around self, 1d3 times per day
26 - Upon death, explodes in 3d6 fireball, 10' range, DEX save for half damage
27 - Can become invisible for 1d4 rounds, 1d3 times per day
28 - Read thoughts, 50' range, last 1d10 minutes, 1d3 times per day
29 - Speaks and understands all languages
30 - Chaos loves you, roll twice on this chart
Disease: Broo are not only completely immune to disease, but are virulent transmitters of disease, as well. Any successful attack by a broo has a 3-in-6 chance of forcing a CON save vs disease. Failing this save reduces the victim's movement range by 1/2, inflicts a -2 penalty to attacks, AC, and saving throws, and does 1d6 damage (that will not heal from non-magical means until the disease has run its course). Each week after the initial infection, another CON save is required; failure means another 1d6 damage, and the penalties to movement and other actions still applies for yet another week, after which the victim must save again. Once a saving throw is made, damage suffered will start to heal normally, and penalties will end after 1d3 days.
Mixed Heritage: Broo are a race of mongrels, and their individual heritage can vary wildly. Roll 1d100 for each individual broo on the table below:
01-04 antelope (move 40', head butt 1d6)
05-08 bugbear (darkvision 30')
09-12 cattle (+1d3 STR modifier, +1 HD)
13-14 centaur (darkvision 30', move 50', 2 hoof attacks 1d6 damage, +2 to track)
15-18 deer (move 40')
19-22 dog (d6 HD, +4 to track)
23 dryad (charm person once per day)
24-31 dwarf (deepvision 60', +2 save vs arcane magic, +1 save vs fear, move 20')
32-39 elf (+1 to hearing checks, twilight vision, +1 move silently, +5 save vs sleep/charm)
40-44 gnoll (darkvision 30')
45-47 gnome (darkvision 30', +2 to hearing checks, move 20')
48-54 goblin (d6 HD, darkvision 30', move 20')
55-63 halfling (d6 HD, duskvision, move 20', +1 to hide and move silently)
64-68 hobgoblin (darkvision 30')
69-72 horse (move 40', kick atack for 1d4 damage)
73-83 human
84-88 kobold (d6 HD, darkvision 30')
89-90 ogre (+1d3 STR modifier, +1 HD, darkvision 30')
91-96 orc (darkvision 30', detect smell withing 30', +1 to track)
97-00 sheep
Poison Immunity: Broo are immune to all non-magical poisons.
Track: Broo are excellent trackers, and can do so as per the Ranger ability.
Source: Runequest (original Chaosium version, Mongoose version), Hero Wars
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