Thursday, 14 December 2017

The Monster Man Contest: Finalists!

The votes are in, and we have our finalists in the first Monster Man Contest! There were a lot of votes submitted, and I'll go into some analysis of the patterns later, but I was pleased to see that every entry got at least one vote. That means that if you created a monster, no matter what it was, at least one gamer looked at it and thought "hey, that's pretty cool!"

But, having tabulated the votes, I have determined the top 8 entries to be finalists! These entries will now be sent to our panel of expert judges to select our three winners.

The top 8, not in the order of score but in alphabetical order, are:
  1. Afelyn by James Baillie
  2. Bear-Owl by Richard Scott
  3. Fuggag by Aaron
  4. Glowber-tuttle by Kit Chapman
  5. Great Wight Shark by Chris Webb
  6. Kafka by Kevin Chenevert
  7. Puschel Wuschel by Herr Zinnling and Lina (aged 9)
  8. Thurible Cat by Eric Nieudan
Congratulations to all the finalists! I will be writing to the judges today or tomorrow. Obviously, over the holidays they may have limited time available, but I'll try to get the final results up as soon as I can. 

Once again, I want to extend my sincere thanks to everyone who created a monster for the contest or who voted in it. The response has been really gratifying, and I'm very glad everyone seems to have enjoyed it as much as they did. Stay tuned to this blog and to Monster Man for the announcement of the winners. 

If you haven't looked at the other entrants yet, or want to use some in your games, you can still check out the listing here!

Monday, 4 December 2017

Monster Man entries 3: Plague Leech to Sphere of Draining

(This is just one of several pages of monsters for the Monster Man contest. To see the rest of the entries, click here!)
Plague Leech
by Nick Beebe
Plague Leech
Given their name mostly from their diseased looking body and food source the Plague Leech actually resembles a small reptile rather than a leech. These creatures stand at roughly 3 feet when fully grown and tend to make their homes in swamp like terrain. A brood of Plague Leeches will make their home by digging large caverns under the soft mud of the swamp lands to make a suitable home for the brood mother while the rest of the brood builds small nests above and in a secure circle around the cavern out of mud, foliage, and animal carcasses that can’t be digested.

Plague Leeches are not the strongest creatures and, if you can get past the texture, make excellent meals, which makes them prime targets for prey and because of that their body secretes a foul smelling bubbly slime that gives the appearance of wounds, decay, and disease as a defense mechanism. Though what the Plague Leech lacks in strength he makes up for in speed, these creatures dart through their swampy homelands at high speeds with some saying they have seen them run on water. This of course has not yet been proven. The Plague Leech hunts in large groups consisting of anywhere from 6 to 20 depending on the fertility and feeding cycle of the brood mother. Like skilled hunters the Plague Leech will follow its target for hours or even days waiting for the right time to strike, when that moment arrives one Leech will begin to make a low humming noise, signaling the others to surround the prey. Once in position the Plague Leeches lunge out of hiding to attack, once the Plague Leech gets a bite its teeth clamp down with immense jaw force and begins sucking the blood from the prey, giving the creature the name of leech. However this isn’t the end of the feed, once the creature is too weak to fight from blood loss the Leeches will drag the prey back to the brood mother who will feast, giving out very little to be shared among the hunters.

Brood Mother
A brood mother can be identified by the color, being slightly darker with a purplish hue and bright yellow streaks starting from the mother and ending midway down the neck. Other identifying features include the size of the Plague Leech, brood mothers are generally larger at about 5 feet in height and having a much larger stomach. She typically gives birth to between 2 and 7 offspring. These offspring are born genderless and kept around the stomach in individual nourishment sacks until they are old enough to eat their way out. Brood mothers are known to eat many of their offspring should the hunters not bring enough food to satisfy her in a given time, it’s because of this that brood sizes vary. Once the offspring reach the age of maturity, roughly 10 weeks after emerging from the nourishment sack, the males join the hunting party while the females engage in a fight to the death. It is every female Plague Leeches instinct to be dominate which can only happen if there isn’t another female. The last female standing will usually venture off to start its own brood or in some rare cases turns her attention to her mother, choosing to fight the original brood mother doesn’t bode well but occasionally the newly matured Leech will overcome her mother and take control of the Brood, eating the body of the old brood mother as a sign of dominance.

Stats CR1
XP 600
N Small animal
Init +6 
Senses Tremor sense, scent, Perception +10
AC 13, touch 10, flat-footed 13 (+3 Dex)
HP 8 (2 D6 +2)
Fort +2, Ref +6, Will +0
Speed 40ft, climb 20ft, swim 10ft
Melee bite +1 (1 D4 +1 + Draining Bite) claw +0 (1 D3)
Special Attacks Swarming, Draining Bite
Str 12, Dex 17, Con 15, Int 5, Wis 10, Cha 1
Base Atk +2 CMB +0 (cannot grapple) CMD 17
Feats Improved Initiative
Skills Acrobatics +10, Climb +5, Perception +10, Stealth +6
Environment warm wet woodlands, swamps
Attitude Plague Leeches fight to the death to immobilize their target but will retreat if alone
Organization Solitary, Brood (3-20)
Treasure none
Special abilities
Draining Bite- bite-injury, save Fort DC 16; Frequency 1/round till healed; effect 1 D2 con. When a Plague Leech bites a target the target gains a +4 to all attacks made against the Plague Leech due to it being attached to the target. All attacks made by the Plague Leech while biting a target are automatically successful (Cannot Crit while performing a Draining Bite). Target takes 1 D2 con damage until healed or until the con drops to 1 at which point the target is immobilized and considered helpless.

Swarming- Plague Leeches rely on others within the brood to assist in taking down targets whether that’s surrounding an enemy or close quarters fighting. Up to two Plague Leeches can share the same square at the same time, taking no penalties. In addition, if both if both Plague Leeches occupying the same square attack the same enemy they gain the benefits of flanking.

by Katie Rydzewski
Frequency: Rare
No. Appearing: 1
Armor Class: 4
Move: 6", fly 12"
Hit Dice: 8+8
Treasure Type: G
No. of Attacks: 2 or 1
Damage/Attack: d10+6
Special Attacks: decapitation
Special Defenses: undead immunities
Magic Resistance: nil
Intelligence: very
Alignment: chaotic evil
Size: Large (8' tall)
Psionic Ability: Nil

A skulltaker is an undead creature that will sometimes form if a particularly fierce and dangerous fighter is slain on the field of battle and its body left to rot. They augment their skeletal bodies with the remains of their foes and grow to monstrous proportions, often with multi-eyed skulls and extravagant forms.  

Skulltakers generally seek to take service with whatever army they were fighting for, though most often this ends in their horrified former companions fleeing in terror or fighting their former champion.  Once their original war is over skulltakers roam the world looking for more excuses to engage in wanton slaughter and pillage, no matter how noble their cause may have been originally.

Skulltakers can use any weapon, but usually fight with two-handed swords that they employ with such skill as to gain +3 to hit and damage.  Against an opponent reduced to less than half hit points they may forego their usual two attacks per round in favor of a single devastating "skull strike".  If this blow hits the opponent must save vs. poison or be decapitated.

Skulltakers can be turned as a vampire.

Sphere of Draining
by Allan Hughes

Armor Class: 3
Hit Dice: 3
Move: 150 feet/turn 
Attacks: 1  Damage: 2 constitution points per round
No. Appearing: 1
Save as: Fighter 5
Morale: 12
Treasure Type: nil
Alignment: Chaotic

These monsters are composed of concentrations of unspent magical energy from unsuccessful magical workings and spell castings. They float over the ground and having no corporeal body are impervious to all normal (and silver) weaponry; only magical weapons score full hits on the Sphere. The Sphere hungers for energy and will always attack. 

They inflict no damage but drain two constitution points each time they score a hit. This draining will negatively affect any HD and saving throw bonuses on the PC for a game time of 24hrs. The Sphere will never kill a PC but on reducing their constitution to 0 will render them unconscious and then leave.

Monster Man entries 2: Glowber-tuttle to Man-Tain

(This is just one of several pages of monsters for the Monster Man contest. To see the rest of the entries, click here!)
by Kit Chapman

The glowber-tuttle is a friendly, stupid, docile creature that lives at the bottom of dark holes. Any dark hole will do, dry or damp, hot or cold – the glowber-tuttle doesn't seem to mind. One of the happiest creatures in the realms, the glowber-tuttle walks around with perpetual benign smile that mages have categorised as 'a little dopey', seemingly content with every aspect of its uninspiring life.

Resembling a very large turtle, the glowber-tuttle is known to exist in a variety of colours and is usually found in large colonies deep underground, milling about slowly with other glowber-tuttles and living on a diet of lichen and moss.

A naturally inquisitive animal, the glowber-tuttle sadly has limited darkvision, making it poorly suited to its choice of natural habitat. The good news is that this dimwitted cave-botherer has evolved a natural light source. Deep inside its carapace, organs conspire to mix acidic substances, resulting in a form of bio-luminescence. Thanks to this, the glowber-tuttle lights up when disturbed, allowing it to see what is going on as it merrily makes its way toward whatever new adventure is approaching.

Unfortunately, this bio-luminescence is highly unstable. As the glowber-tuttle gets excited, it begins to pulse its light, hoping to increase the brightness and see what wonderful new thing has stumbled into its world. The light becomes brighter and brighter, until the glowber-tuttle explodes in a shower of overjoyed illumination, covering anything nearby in acidic goo.

Mages have speculated as to why the glowber-tuttle has such a tendency for spontaneous combustion. The leading theory is that this prevents the glowber-tuttle colony from ever venturing into an area too rife with excitement, and acts as a natural defence mechanism against predators that stumble too close to the colony breeding grounds (nobody has ever witnessed glowber-tuttles breed, so one can only speculate that, given they don't seem to explode while fornicating, they must be very boring lovers).

Despite its lack of ill will toward visitors, the glowber-tuttle is a peril for any journey to the deep. One exploding glowber-tuttle is uncomfortable (though rarely deadly) but tales have spread of entire parties being wiped out by an excited gathering of glowber-tuttles, each bursting apart in a shower of eagerness to see what all the fuss is about.

Medium beast, unaligned
AC 15 (natural armour)
Hit points 30 (4d8+12)
Speed 10ft

Str 12 (+3) Dex 8 (-1) Con 13 (+1) Int 2 (-4) Wis 10 (+0) Cha 6 (-2)

Skills Perception +3
Senses Darkvision 10ft, passive perception 11
Languages –
Challenge ¼ (50XP)

Brave. The Glowber-tuttle has advantage on saving throws against being frightened.

Illumination. When curious, the Glowber-tuttle sheds dim light for an additional 30 feet. Should the Glowber-turtle use flash, it will shed bright light for 30 feet and dim light for an additional 30 feet. If the turtle uses flash a second time, it will explode (see Boom), shedding bright light for 90 feet and dim light for a further 30 feet.

Boom. When the Glowber-tuttle dies, it explodes. Creatures within 5 feet must make a DC 12 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half damage on a successful one.


Flash (Recharge 6). The Glowber-tuttle emits a bright flash of light over a 15-foot cone, pleasantly smiling as all around are blinded. Creatures within 15 foot must succeed on a DC14 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.

by Logan Howard
Solitary, Large, Devious, Amorphous
Spore (1d8+2 damage)
10 HP
0 armour
Special qualities: Amphibious, Blind, Multiplying, Unharmed by fire, lightning, or mundane weapons, Vulnerable to freezing
Jellybenders are large gelatinous salamanders that can be found in deep streams with little or no light. They can grow to the size of a small horse eating everything from bat guano to goblins and humans. They are mostly transparent but may be tinted with a variety of colors depending on their usual diet. While they are completely blind and don’t hear very well, they are keenly aware of vibrations, ripples, changes in pressure, or other activities in their environment.

Jellybenders are difficult to spot when they are submerged and will often take prey by surprise. An adult can lurch out of the water to land on top of its victim. Being held under water by a slippery, burning mass is a terrible way to go.

Lightening or chopping attacks will sometimes cause them to divide into multiple jellybenders. Because their acid skin is the primary danger, a small specimen is no less harmful than the original. Their inner body is in constant motion churning food and oxygen to all extremities. Although they are usually found in cold water, ice or freezing attacks are particularly effective against them and make them slow down or die from asphyxiation.

Instinct: Eat those tasty visitors!

       Burn through armor
       Stick to a weapon or body part
       Switch between sticky and slippery

Koosh Lion
by Ted Prodromou

MOVE: 12”
% IN LAIR: 25%
DAMAGE/ATTACK: 1-6/1-6/1-12
 Subdual (see below)
 Bounce, Move Silently
ALIGNMENT: Chaotic Good
   Attack/Defense Modes: Nil

The Koosh Lion was created by a benevolent but mad wizard as a way to keep his guards and soldiers on alert and entertained. The creature is a quite gigantic (12’) bipedal lion with a cheerful smile.

The Koosh Lion can Move Silently as if it were a 10th level thief, despite its great size. It stalks those who look somewhat like guards (this definitely includes adventurers.) Once it gets close enough, it pounces upon them. The Koosh Lion intends these attacks playfully, and will attack only for subdual damage (using the subdual damage rules in the Player’s Handbook). Its attacks consider of two claws and a bite.

If adventurers fight back in the same spirit of playful companionship (and subdual damage), the Koosh Lion will consider them friends, and join them in travels as long as it is well-fed and not harmed. It will try to help them by fetching objects, and will do leaps and tricks and pranks to keep them entertained.

If the Koosh Lion is ever attacked with lethal attacks (or damaging spells), it becomes surprised and upset. It gives unhappy warning yelp the first time, then retaliates with lethal attacks at further betrayal.

A Koosh Lion’s hide is rubbery and bouncy. Whenever an attack against it misses, the attacker has a 50% chance of being knocked away 10” by the bounce of force. The Koosh Lion is cunning in using this bounce to its advantage.

by Bob Faulkner
The Legom - should and will be made out of whatever lego you have to hand. I have provided a visual guide above on how to scale your LEGOM to an appropriate challenge rating.

The LEGOM is an ancient and mystical art, developed by the Wizard Aeki as a means of flatpacking magical war robots, the art of building the LEGOM has been lost in the annals of time.

Here are some rumours about LEGOMs:

  • Every part of a LEGOM is a LEGOM. The smallest unit of LEGOM is a Brick.
  • All LEGOMs can be constructed out of other LEGOMs using nothing but an allan key.
  • LEGOMs were used in the "Constructors War" where they faced off against the dreaded legions of the Meccanom.
  • LEGOM "Bricks" are highly prized artifacts in their own right, if you know the proper sigils and rituals, they can be adapted to any number of menial tasks.
  • LEGOM speak an ancient language that nobody understands.
  • LEGOMs can combine themselves together to make bigger LEGOMs
  • LEGOMs can break themselves down into smaller LEGOMs when they need to multitask
  • LEGOM land is sometimes marked on ancient maps, and the location of such a place would be of great interest to many treasure seekers.
  • LEGOMs are dismissed as an interesting failed experiment by some, who prefer custom built golems constructed out of hardier materials to serve a specific function.
Legoms are suitable for any genre of game, and can form castle features, or spaceships with equal ease.

Man-Tain (and Banino)
by Kris
Man-Tain, The Plantain That Walks Like A Man

SolitaryLargePlantain Club (d10+3 damage) 
16 HP
1 Armor
Special Qualities: Plant, Produce a banino instantly (can only have one at a time)

Put your ear to the ground. Hear that “thump, thump, thump”? The plantains, they are restless tonight. Man-Tain comes -- the fabled, putrescent plantain who walks like a man -- and he absolutely will not stop, ever, until we are mashed.   

InstinctTo mash living things
  • Bleed slippery mush when damaged
  • Stink
  • Torpedo out of peel in a suicide attack
  • Trample villagers

BaniƱoSolitarySmall, StealthyGnawing Teeth (d4 damage) 
3 HPClose
Special Qualities: Plant, Grow into a Man-Tain in one week (only if progenitor is destroyed)

InstinctTo protect precious seeds
  • Bite into sword arm/casting hand and hang on
  • Disappear into the jungle when Man-Tain is destroyed
  • Get underfoot

Monster Man entries 1: Bone-Butcher to Furry Occulord

(This is just one of several pages of monsters for the Monster Man contest. To see the rest of the entries, click here!)

by Goblin’s Henchman
Frequency: Rare
No. Appearing: 1-100 (adult: 1-6)
Armor Class: 4
Move: 24’’ (adult: 15’’)
Hit Dice: 1 hp (adult: 4HD)
% in Lair: 95% (adult: 10%)
Treasure Type: None, but the grubs are often found in treasure
No. of Attacks: Special (adult: 3)
Damage/Attack: Special (adult: 1-4/1-4/1-8)
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Non (adult: High)
Alignment: Chaotic evil
Size: S (adult: M)
Psionic Ability: Nil
XP Value: 20 (adult: 375 +10/hp)

The Bone-Butcher (also known as the Bone-Bane and the Clerics’ Bane) in its ‘grub’ stage is a silver wire-thin parasite, which is about an inch long. Its preferred host is humans followed by humanoids. In its adult stage, the parasite is often mistaken for an undead creature (which it is not).
Grub stage - At this stage in its life cycle the parasite has 1 HP, AC of 4 (because it is small and fast moving), and is unintelligent.
The Bone-Butcher grub tends to lurk in places where curious fingers find themselves, e.g. jewelry boxes, lock mechanisms or even items like a broken clock. The grub lies in wait, coiled up, and springs at its victims. The grub moves along the ground (and walls) at surprising speeds and readily slips between gaps in armor.
Stages of infection - Within seconds of attaching to the victim’s skin, the head of the grub detaches and stealthily bores towards the victim's bones. The body portion of the grub remains attached to the victim’s skin and acts as a visual decoy, sucking blood like a silver leech for 3 rounds before dropping off (1 HP of damage per round).
When inside the host's body, the Bone-Butcher steadily and stealthily grows, forming a wire cage-like structure around the victim's bones. There are four stages of growth before the Bone-Butcher becomes a fully mature adult, these stages are:
Stage 1 - the victim gains +1 STR (if they have 18 STR, then they gain +D20% to their 18/xx STR, even if they are not a fighter); because the parasite is growing into and reinforcing the connective tissue of the victim;
Stage 2 - the victim gains +1 DEX (if they have 18 DEX, then instead they gain a further STR bonus as outlined in the first stage); because the parasite stimulates the growth of new nerve connections and taps into the victim's brain; the victim becomes unusually attracted to small metal objects;
Stage 3 - one of the gained bonuses listed in the two stages above is lost (as the parasite begins to take over the victim's body);
Stage 4 - the other bonus is lost, for the same reason.
The DM decides how long each of the above incubation stages last. Anything from a few days to a week per stage would fit in with most games/campaigns.
Adult stage – Each week after Stage 4, there is a 10% cumulative chance that the parasite will be fully mature. When fully mature, the parasite literally walks the victim's skeleton out of the victim’s flesh popsicle. C:\Users\MEB\Desktop\BB B.png
That is, in one swift movement the cage-like structure (i.e. formed around the victim’s bones) moves, neatly slicing the victim's soft tissues away from their bones, acting somewhat like a three-dimensional cheese slicer. The victim’s external tissue sloths off their bones, falling away like a bag of wet meat. What remains standing resembles an undead being, i.e. bones and sinew being held together by a network of silver-ish (blood covered) wires. Many of the victim’s internal organs (like the brain) remain trapped within the boney exoskeleton, and will begin to rot.
When this ‘butchering’ of the victim occurs, there is no saving throw; it is instantaneous and non-reversible death. Therefore seeking a cure before this happens is imperative.
In the adult form the Bone-Butcher is highly intelligent; the network of wires is in fact a multicellular neural net capable of higher thought. The Bone-butcher can make use of the victim's knowledge and memories, but cannot make use of the host’s former abilities (e.g. no spell casting). It can speak crude words if the victim’s internal organs have not fully rotted away.
Propagation stage - The skeletal-like creature wanders, seeking to propagate its species. When the adult Bone-Butcher finds a promising location, the parasitic network splits up into hundreds of inch long infective 'grubs', each grub in search of a fresh victim. All that is left behind is a pile of grisly notched bones. A few of the grubs will always remain with the bones.
Combat - If encountered in the skeletal (i.e. adult) manifestation, the creature fights as if it were a ghast (Monster Manual I, page 43), having two claw and one bite attack.
Each time the skeletal form is hit with a blunt weapon it will shed a number of inch long grubs equal to the number of HPs of damage done. For an edged weapon, just one parasite is dislodged per hit. Of course, the dislodged parasites will seek to infect any nearby human/humanoids.
Special abilities – The adult Bone-Butcher shares the same special abilities and weaknesses of a ghast (i.e. gives off a 10’ radius stench (due to trapped rotting organs), failing a poison saving roll leads to a -2 to hit it due to nausea; they are immune to sleep and charm spells; but cold iron does double damage to them). The Bone-Butcher does not have the paralysation touch of a ghast and cannot be turned (because it is not undead, it just looks undead).
Cure - The parasitic infection during Stages 1 to 4 above can be cured by most normal curing spells (e.g. cure disease), but spells that restore only hit points are not effective at curing this infection. Some rare herbs known to druids can be curative. Indeed, druids are sensitive to this abomination of nature. Druids have a 25% chance, with +2% per level, of having an uneasy sensation when in the presence of an infected person. The druid’s bones may even appear to itch. If a druid is infected by this parasite, there is a further +50% chance that the druid will sense that something is wrong with themselves.
Killing the infected victim will also kill the parasite, a crude but effective remedy.
Cure bonus - If a victim is cured during Stages 1 to 3, there is a once in a lifetime 25% chance that one of the gained STR/DEX bonuses will be retained permanently.

Brass Lion
by Stan Rydzewski
Frequency: Very Rare
No. Appearing: 1-3
Armor Class: 1
Move: 12"
Hit Dice: 9+3
Treasure Type: I
No. of Attacks: 3
Damage/Attack: 2-12/2-12/3-24
Special Attacks: flame orb, rend
Special Defenses: fire immunity, healing
Magic Resistance: 10%
Intelligence: Average
Alignment: Lawful (any)
Size: Large, 10' tall
Psionic Ability: Nil

Brass lions are natives of the fire elemental plane, where they form the bulk of the guards of the City of Brass.  They appear to be animated, flowing bronze statues of leonine humanoids, some 10' in height.  Their eyes are smoldering orbs and flames burst from their joints as they move.   

Brass lions are healed by fire.  On the elemental plane of fire they regenerate 2 hp per round.  Elsewhere they are healed by fire for an amount equal to half the damage inflicted on normal beings.  

They may throw an orb of flame up to 6" that explodes as a 1" radius fireball for 6d6 damage.  This can be done every d6 rounds.  Their metallic claws and teeth inflict devastating damage.  On a to-hit roll of 20 their bite rends, degrading the defender's armor by one point.

Brass lions have fully formed hands and can use weapons, but rarely do so.
brass lion that has served well and faithfully in its guard duty will be granted a sabbatical of d6 years every century during which it can pursue its own interests and goals. 

Crypt Guardian
by Curtis Fell

Giant, Skeletal, Crypt Guardian
MOVE: 12”
HIT DICE: 8 + 1-7
No IN LAIR: 55%
TREASURE TYPE: Precious metal, jewels
PECIAL ATTACKS: Hurling rocks
SPECIAL DEFENSES: Cannot feel emotion
ALIGNMENT: Neutral, as controller
SIZE: L (12’ tall)
Attack/Defense Modes: Nil 

Crypt guardians are magically animated remains of the dead, set to protect burial sites of important figures. Often the ancient Egmetians set them to defend their Unfairo's dodecahedron tombs. The favoured skeletal remains of the ancient sorcerer-kings were giants. Imposing in size these monsters cause mortals to quail in terror.

by James Macleod

Large beast, Chaotic evil
STR 25 (+7)
DEX 12 (+1)
CON 19 (+4)
INT 3 (-4)
WIS 12 (+1)
CHA 9 (-1)
CHALLENGE 9 (5,000 XP)
ARMOR CLASS 15 (Natural Armor)
HIT POINTS 136 (13d12 + 52)
SPEED 40 ft.
Skills Perception +4
Senses Darkvision, Passive Perception 14
Languages can understand Common and Orc

Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.


Multiattack. The tyrannosaurus makes two attacks: one with its bite OR greataxe, and one with its tail. It can't make both attacks against the same target.
Greataxe. Melee Weapon Attack: +5 to hit (+10 if target grappled in bite), reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is grappled, and the tyrannosaurus can't bite another target.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.


The Dinos-orks have the ferocity of a dinosaur and the intelligence of an orc! However they also have the ferocity of an orc and the intelligence of a dinosaur - they are much the same.

Furry Occulord
by Chris Cale

Frequency: RareNo. Appearing: 1Armour Class: 6Move: 6"Hit Dice: 4% in Lair: 90%Treasure Type: C, QNo. of Attacks: 1Damage/Attack: 1-8 BiteSpecial Attacks: LureSpecial Defences: Cute, poison spines, screechMagic Resistance: 30%Intelligence: LimitedAlignment: HungerSize: MPsionic Ability: None

The friendly looking Furry Occulord dwells in caves and other dark places waiting for the curious and incautious to approach it.

When first encountered the Furry Occulord will look up at the adventurers with big, sad eyes and make cute but hypnotic noises. Everyone present capable of seeing and hearing the Furry Occulord must Save vs Spells or be unable to resist petting it's fur. If this is not the first Furry Occulord they have encountered they receive a +2 bonus to the saving throw. On touching the Furry Occulord the unfortunate victim will discover that the creature is in fact covered in thousands of very fine spines containing a paralysing venom - the victim must Save vs Paralysis or be paralysed for 1d6 game turns. If all of its foes become paralysed the creature will then begin to feed. Otherwise it will begin to screech very loudly - the DM should check for wandering monsters each combat round until something turns up.

Attacking the Furry Occulord is a difficult proposition. Its relatively small body is well concealed within the furry poison spines. Attacks must be made with polearms or the attacker must be completely protected by leather or plate, otherwise they must Save vs Paralysis every time they attack.