Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Friday, December 27, 2013

The Gygaxian Dollar Store Menagerie

Even though I'm currently in the midst of one of my periodic episodes of Dungeons & Dragons fantasy burnout, I found this recent blog post by Tony DiTerlizzi (one of the best artists of the latter TSR era of the game) very interesting.

It's fairly common knowledge at this point that several of the iconic D&D monsters were inspired by cheap Chinese "prehistoric animal" toys. (I have clear memories of having a plastic rust monster when I was a kid, for example.) But I was completely unaware that the owlbear, a creature that is near and dear to my heart, also had its origin in these dollar-store specials. The figurine that inspired the owlbear looks identical to its depiction in the original Monster Manual, which goes a long way towards explaining why it looks very little like either an owl or a bear. (Still doesn't explain why it was given that name by Gary Gygax, though.)

DiTerlizzi's post includes some high-quality images of the toys that became the owlbear, bulette, and rust monster, along with some that don't appear to have ended up in the Monster Manual. The time has come to correct that, I think. Get to work!

Thursday, August 25, 2011

Unholy Matrimony

Hey look, more Adventurer Conqueror King content!

As I was a "Visionary" contributor to ACKS' original Kickstarter funding project, I was given the opportunity to place an art order for an illustration I'd like to see in the final product. Not long after I pledged my support, Ryan Browning, the lead artist for the game, contacted me and asked what I'd like to see. I had recently read a section of the draft rules document that detailed the creation of crossbreed monsters -- something that high-level mage characters can attempt in the Adventurer Conqueror King system -- and asked to see some part of that process.

(By the way, the crossbreeding stuff is just one small example of how ACKS goes out of its way to explain and support the backdrop of classic fantasy RPGs in its rules system: we now know why there are all these bizarre composite monsters roaming the countryside.)

Working with Ryan to nail down the exact image we wanted was a pleasure. We ended up with the illustration you see above: a giant centipede/shark hybrid bursting from its creation vessel, lunging out at the viewer. A new terror unleashed!

The Autarch crew recently posted a detailed account of Ryan's artistic process. As you can see, he did a fantastic job of working from my vague guidelines and turning them into something fun and dynamic. I'm proud to be a contributor (in my own small way) to ACKS.

Wednesday, June 16, 2010

We've Got Crab Legs

A deadly and treacherous creature, no doubt. Clearly, the chefs at this restaurant are not to be messed with.

Wednesday, January 20, 2010

Xvart-Art

I was flipping through my copy of UK2: The Sentinel the other day and found a post-it note (complete with workplace logo) stuck on the inside back cover.

I only dimly remember drawing this guy.

I always thought the drawing of the xvart in the Fiend Folio was kind of cruddy. Looks like I took it upon myself to reinterpret it.

He's got kind of a bat thing going on, which I guess works okay, and it looks like he's having a pretty good day. Not sure about that earring, though.

(For comparison, I've also posted the original Fiend Folio version. It's not the worst piece of art in the book, but up against the Russ Nicholson illustrations it definitely suffers... I don't know if mine's any better, mind you. You can see I did try to incorporate some of the more notable features, though.)

Wednesday, April 15, 2009

Freed Lands: Wheruls

Wheruls are my wild and crazy barbarian horde race. You know, the ones whose approach is heralded by a huge dust cloud on the horizon and who leave devastation in their wake.

Their origins lie in the savannah of Hafe, to the south of the Freed Lands. Wheruls had been ravaging the Morven Ghannem region for centuries before the elves of Immovenst conquered it. The elves attempted to spare their new territory from further attacks only by providing the wheruls with quality arms and armor, and encouraging the wherul raiders to demonstrate their prowess with them further south. The wherul hordes happily took the elven weaponry, but never stopped testing the borders of Morbenhann, ensuring that the elves (and their subjects) never lowered their guard.

Wheruls respect displays of power, but never bow to it for long. That power will be tested time and again until a weakness is discovered and exploited, and the wherul is once again revealed as supreme. Wherul society places might as its highest virtue. Wheruls exalt in strength of arms and personality, and believe to risk life and limb is to live. A wherul horde will rob, sack, and pillage, true, but this is an only an expression of their near-pathological need for supremacy. However, they are not a conquering race. Once that horde feels that it has established that supremacy, it returns to the wherul homelands - the sunny plains to the south that are their unquestioned domain. There, they rest, rebuild their numbers, and prepare their next demonstration.

Wheruls have no religion per se. There is a perception that they worship spirits of nature, but this is a mistaken one. They may pause to admire a waterfall or a great canyon, or to respectfully observe a tiger bringing down its prey, but they are not animists in the true sense. They are just as likely to divert the river for their needs, or to kill the great cat for food. Wheruls have no concept of agriculture or domestication, but they take pride in capturing and training wild animals, especially predatory ones (many of which they bring along on their raids).

Wheruls are reptilian in appearance, but are warm-blooded, and bear live young. They begin life as quadrupedal creatures very similar in appearance to a monitor lizard, but upon reaching adolescence, changes begin rapidly as the young males engage in violent (but non-lethal) combat for the right to breed with the wherul females.

After mating, the winners begin a rapid transformation into a massive, semi-quadrupedal form covered in iridescent scales, with a heavy tail used for balance when using the forelimbs to manipulate objects. Males are physically powerful, capable of running at high speeds for great distances, but are considerably less mentally capable than the females, and serve as hunters, warriors, and (during long-distance travel) mounts for the smaller females.

The females, after bearing young, become fully bipedal, with roughly humanoid proportions. Unlike the males, their mental faculties are not dulled by the maturing process, and thus they take up the planning and leadership of their yearly raids.

The males that lose the breeding combats become neuters - dull brown, sterile humanoids similar in appearance to females. Wherul neuters develop highly sophisticated vocal chords capable of reproducing sounds outside of the human range of hearing, which may be amplified to very high volume by their inflatable throat sacs. The wherul battle language makes use of these far-travelling frequencies, enabling them to secretly give complex orders across great distances.

The wherul mouth is designed only for biting prey and eating flesh, and thus, wheruls lack the ability to speak words in the fashion of other races. The lizard-like face of a wherul displays no emotion, and their language consists of strange barks, chirps, and hisses. When dealing with other races, wheruls rely instead on their neuters' talent for mimicry to communicate in a strange, broken syntax of words and phrases, perfectly copied from the speech of others that they have heard. The sight of a neuter wherul "speaking" in this fashion, switching voices in the middle of a sentence without moving the lips, can be unsettling.

(Much of this will be familiar to those who followed my old Freed Lands journal, but there's a good deal that has changed. It's my hope that the style of this entry gives you a better idea of the way I'm approaching races in this setting: I'm going for a sense of realism and originality without turning into a biology text or going completely off the wall. We'll see if I can do the same for some of the more typical fantasy races.)

Monday, March 30, 2009

Who?

I don't know why, but it really seems like nobody can get the owlbear right. It's a simple concept, really, but practically all of the official artwork makes it look more like an eaglebear. Look at this guy to the right, for example.

I mean, what's the first thing you think of when you think of an owl? I don't know about you, but I think of big yellow eyes. Am I weird?

I've seen miniatures and fan drawings that get the idea, but TSR, and later Wizards of the Coast, didn't seem to be able to hire artists that did.

This is the kind of stuff I think about all day. Maybe I need help...

Wednesday, March 11, 2009

What A Thoul Believes


As promised/threatened, the D&D 4th edition stats for your basic thoul:

THOUL

Thouls resemble bloated hobgoblins, though there is a distinct trollish character to their stooped posture and scowling faces. Their lumpy skin is a deathly pale green, and their fingers are tipped with dirty claws similar to a ghoul's.

Thouls are often found alongside their more disciplined hobgoblin brethren. The mixture of harsh training and torture at the hands of the hobgoblins, combined with the influence of their own trollish and ghoulish heritage, leaves thouls bestial and merciless.

Thoul Level 5 Soldier
Medium natural humanoid XP 200
Initiative +6 Senses Perception +6; darkvision
HP 68; Bloodied 34
Regeneration 5 (if the thoul takes acid or fire damage, regeneration does not function until the end of its next turn)
AC 21; Fortitude 20, Reflex 17, Will 16
Speed 8

Battleaxe (standard; at-will) * Weapon
+12 vs AC; 1d10 + 4 damage

Ghoulish Claws (standard; at-will)
+12 vs AC; 1d6 + 4 damage
and the target is immobilized (save ends).

Staggering Blow (standard; encounter)
+12 vs AC; 3d8 + 4 damage
Target must be immobilized, stunned, or unconscious. If successful, target is stunned.

Alignment Evil Languages Common, goblin
Skills Athletics +11, endurance +11
Str 18 (+6) Dex 15 (+4) Wis 15 (+4)
Con 20 (+7) Int 8 (+1) Cha 12 (+3)
Equipment Scale armor, battleaxe

THOUL TACTICS
A thoul takes advantage of its speed to paralyze vulnerable targets with its ghoulish claws. Once a victim is immobilized, the thoul tries to finish it off with a staggering blow.

THOUL LORE
A character knows the following information with a successful Nature check.
DC 15: Thouls are magical crossbreeds of ghouls, hobgoblins, and trolls that possess the ability to regenerate and cause paralysis.
DC 20: Thouls are not undead, and reproduce naturally. They are often found alongside (and mistreated by) their hobgoblin kin.
DC 25: Thouls were created by twisted arcane experiments centuries ago by parties unknown.

I used the DDI Monster Builder for figuring out the basic math, and it's really little more than a modified ghoul, but I think it came out okay for my first try at 4th edition monster design. The Rules Cyclopedia mentions that "there can be thoul spellcasters", so perhaps I'll try one of those next.

Tuesday, March 10, 2009

World Of Thoul

Another thing D&D 4th edition needs: thouls.

Thouls: half-troll, half-hobgoblin, half-ghoul. Yes, that is three halves. Thouls don't care about fractions. You wouldn't either, if you looked like a hobgoblin, regenerated like a troll, and paralyzed people like a ghoul.

The story goes that the thoul got its start with a typographical error in "Temple of the Frog", a mini-module contained in the original D&D supplement, Blackmoor. Apparently it was supposed to say "ghoul", but the T is right there next to the G, and just like that, the thoul was born.

The thoul got an official entry in the Moldvay-penned Basic Rules in 1981, and popped up again in Mentzer's 1983 "red box" set and 1991's Rules Cyclopedia hardcover. Thouls graduated to AD&D 2nd edition in the Monstrous Compendium: Mystara Appendix, and most recently showed up in the third-party D&D 3.5 accessory Dave Arneson's Blackmoor.

Anyway, as far as I can tell, the poor thoul has never gotten much love in terms of detail. Gygax never wrote about them, to my knowledge, so we'll never know if their hide is deep russet or burnt umber, or if they prefer tunics of dirty brown or mustard, or how many thouls in a given settlement will be leaders with an extra hit die, or whatever. All we know is that they're a "magical crossbreed" (so I guess they weren't born from a typical troll-hobgoblin-ghoul menage a trois), they're not undead, they "reproduce normally", and that they usually hang out with hobgoblins. (Incidentally, another old favorite of mine, the carnivorous ape, also was usually found with hobgoblins, and also has mysteriously disappeared. Clearly, hanging out with hobgoblins is hazardous.)

Anyway, that's the thoul: 150% monster, 150% awesome. So look out, skanky Clyde Caldwell princess lady. Thouls can paralyze people, they reproduce normally, and they're a-comin' for you.

Now I just need to get to work on statting these guys up.

(Apologies to Scott over at World of Thool for the pun.)