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Grumpy, yet verbose.

Wednesday, October 10, 2018

RMA: Mummies


Keeping up with the Halloween theme, here's another classic monster.

Mummies aren't rare in D&D, but they aren't always a "go-to" monster, even for undead. I think it's partially because of the exotic nature of the trope. We usually think of pyramids and deserts when we think of these relics, but many cultures besides the Egyptians practiced forms of mummification of their dead.

Unlike other powerful undead, eg vampires or specters, mummies aren't necessarily intelligent or mindless. I've probably seen them most often played more like a ghost: either haunting some ruin or acting as an agent of vengeance against those who would defile a tomb or temple. 


Mummies are quite frankly among the scarier of the undead in classic D&D. Before we get into it, let's review the stats:

Mummy (from Cook):

AC: 3
HD: 5+1*
Move: 60' (20')
Att: 1 + disease
Dmg: 1d12 + disease
No. App: 1d4 (1d12)
Save: F5
Morale: 12
AL: C

From a purely combat perspective, Sir Wraps-a-lot here is reasonably respectable. He's slow, but that makes sense (shambling undead, anyone?). His AC plus the normal undead immunities and decent hit dice mean he can take a fair bit of punishment, too.

A brief side note: I believe the Mummy is the only attack that uses the d12 damage die (as opposed to 2d6 or some such) in all of BX.

Where the mummy gets really formidable are in its special abilities.


  1. In keeping with an earlier post about the undead being scary, it's worth pointing out that mummies actually have a fear effect rule. Just seeing a mummy forces a Save vs. Paralysis or the character freezes up. If the mummy moves out of sight or attacks somebody, the effect is broken, but still. I do like the idea of a character just locking up and not alerting the party because he's too scared to speak!
  2. In addition to the 1d12 damage, the mummy's touch infects the victim with a rotting disease. What's curious about the disease is that it doesn't kill, it just prevents magical healing and slows any natural healing to 10x as long. According to Moldvay, normal healing = 1d3 hp/day of full rest. [B25] This would mean 1d3 per ten days of rest! Best find yourself a 6th level cleric and get a Cure Disease if you want those festering wounds to close!
  3. Lastly, in addition the usual undead immunities like Sleep, Charm, or Hold spells, the mummy can only be harmed by fire or magic (spells or weapons) and these only do half damage! I always think of mummies going up like a bonfire, but in truth they are quite resistant to flames. 
  4. While it's true that a mid-level or higher cleric can automatically turn or even destroy mummies, if you are in their lair (lost temples and the like), there can be up to a dozen of them! That's 60 hit dice to turn, and that's not gonna happen. 
Mummies get a pretty generous treasure type (D). It's not "dragon hoard" levels of loot, but potentially quite profitable. Which is in keeping with why tomb robbers would bother with the risk of digging these linen-swaddled nightmares up at all!


Friday, October 5, 2018

RMA: Lycanthropes (part 5, werebears)



Now we come to the final entry among the were-critters: the Werebear. I've written about normal bears before. The were version is a fair bit tougher, stat-wise. In fact, they're closer to cave bears.

Werebears (from Moldvay):

AC: 2 (8 for humans)
HD: 6*
Move: 120' (40')
Att: 2 claws/1 bite
Dmg: 2d4/2d4/2d8
No. App: 1d4 (1d4)
Save: F6
Morale: 10
AL: N

If provoked, these creatures are pretty dangerous. Their armor and morale are quite respectable. In addition to their normal 3 attacks, they can hug for an additional 2d8 damage if they hit with both claws. That's potentially 4d4 + 4d8 damage to a victim in a single round! That's an average of 28 points of damage. Even if that doesn't kill a foe, it could easily set them up for lycanthropic infection; even a name level fighter (9HD) only has an average of approximately 30-40 hit points.

As formidable as they are on the lycanthrope ladder, werebears in D&D are interesting for being the only ones listed as potentially friendly. They are also described as "very intelligent, even in animal form." This is taking a pretty far step from the raging beast within stereotype of things like "Wolfman" movies, etc. In fact, I wouldn't be surprised if a lot of the inspiration for this particular -ahem- "skin changer" came from someplace else.

hmmmm. What could it be?

To be fair, there is a rich tradition of shape-changing bears in Native American folklore, too. I can't help but think that Beorn is at least part of this monster's origin, though.

Thursday, October 4, 2018

RMA: Lycanthropes (part 4, Weretigers)



I've talked about tigers before on this blog. It's pretty obvious that they are intimidating creatures all on their own. Weretigers add a layer of fun with the lycanthropic powers.

Weretiger (from Moldvay):

AC: 3 (9 as human)
HD: 5*
Move: 150' (50')
Att: 3 (2 claws/bite)
Dmg: 1d6/1d6/2d6
No. App: 1d4 (1d4)
Save: F5
Morale: 9
AL: N

So we can see that the weres are getting progressively tougher in terms of raw combat power; better AC more hit points, 3 attacks now, doing up to 24 points of damage per round. All very impressive. The thing that the weretiger brings to the table is stealth. They surprise on a 1-4 (like normal tigers) and are described as "quiet trackers." This fits with normal tigers behavior in the real world. They are ambushers, moving with alarming speed and savagery when they want to.

Warning. There is some blood in this video.

Couple this with the weretiger summoning 1-2 more great cats to its aid (not necessarily tigers), and a party can be in for a rough time. Weretigers are also the first lycanthrope with enough hit dice to be immune to a Sleep spell, so the easy 1st level spell drop is no longer an option.

Weretigers, like wereboars, are Neutral. They are described as "very curious but becoming dangerous when threatened." This implies they aren't necessarily out to cause trouble. Which is an interesting difference from the classic "killer werewolf" trope in fiction. It may just be me, but this gives an impression of lycanthropes sometimes just going about their lives and being a regular part of a BX world as opposed to the tormented, evil, or cursed individuals wreaking havoc.

and sexier!


Weretigers also move things out of the western/european model into the "exotic east." Despite the fact that weretigers do not appear on the jungle encounter tables, one would expect to see them (or their mundane counterparts) in a tropical or eastern style locale as opposed to a "medieval fantasy" type village.


Wednesday, October 3, 2018

RMA: Lycanthropes (part 3, Wereboars)

Wereboars are an odd one to me. I've espoused my love of their bigger, wackier cousin the Devil Swine, but the "normal" porcine shapeshifter is not one I've seen in use much in D&D games I've played or run.

Wereboars (from Moldvay):

AC: 4 (9 as human)
HD: 4+1*
Move: 150' (50')
Att: 1 (tusk-bite)
Dmg: 2d6
No. App: 1d4 (2d8)
Save: F4
Morale: 9
AL: N

Looking at the stats, a couple of things occur to me. Wereboars are the first of what I would consider the "tough" lycanthropes. They don't appear as a wandering monster until the Expert Set levels (4th) and their Armor Class, Hit Dice, and Damage are getting more respectable. Even without being a were-creature, a sounder of them would be a decent opponent for low to mid level PCs. Another interesting thing is that they are the first in the ascending power scale of these creatures to be neutral, instead of chaotic. This implies they aren't necessarily some evil monster.

Leaving the stat block behind, let's look at the description. They are listed as "semi-intelligent," which means they won't necessarily charge blindly into a situation, but they do have "bad tempers." Poor reaction rolls, maybe? They can do the animal summoning thing too, bringing normal wild boars to the fight. These are not insignificant creatures, especially if each lycanthrope is calling a couple in. 

An interesting tidbit here: "In human form they often seem to be berserkers, and may act the same way in battle (gaining +2 on 'to hit' rolls and fighting to the death)." [B39] Two things about this. First, in were form their morale is a nine, as opposed to the "never surrender" aspect of berserkers (which they do not do as boars, but as men). Second, this makes them pretty scary even out of their magical form. Another thought is that I can imagine a role for such people in some warrior societies. Almost like a "mystic order" of warriors that are infused with the "Spirit of the Boar" and charge berserk into battle and transform into beasts in the heat of the fighting. 

Reading over the material, it strikes me that one of the main ways wereboars can be effectively used in a game is tapping into the tremendous amount of folklore that surrounds the idea of pigs and boars being demonic or supernatural. There's as much about evil pigs (if not more) than werewolves in the really old stories. Granted, they aren't all lycanthropes in those stories, but the imagery is there. For example, the Cutty Black Sow is a welsh tale of a creature that steals mens' souls on what is now Halloween. DMs looking for ways to weave a spooky wereboar-related adventure have no shortage of material to mine. 


Monday, October 1, 2018

RMA: Lycanthropes (part 2, Wererats)

Good ol' Tramp!

Next up in our look at lycanthropes are the wererats. There are several things about these creatures that make for an interesting encounter. Stats first, shall we?

Wererat (from Moldvay):

AC: 7 (9 as human)
HD: 3*
Move: 120' (40')
Att: 1, bite or weapon
Dmg: 1d4 or weapon
No. App: 1d8 (2d8)
Save: F3
Morale: 8
AL: C

Note the attack listing. They are the only standard lycanthrope that can wield a weapon in bestial form. It's important to note that damage from their weapons won't infect a person with lycanthropy, only their bites. But the really unusual stuff is in the description, not the stats.

  1. They are not humans that turn into rats, but rats that turn into humans! The description on page B38 clearly states this. It is a little unclear how this works with infecting a human with the disease. Since the character becomes an NPC after they go "full were" it's not too much of an obstacle in play. Personally, I like the idea of regular rats getting infected and then being able to turn into humans!
  2. They have three possible forms instead of two. Wererats can A) be rats, B) be humans, or C) assume a "man-sized rat form." While imagery like the Chaney photo from the last post popularizes the idea of the "hybrid" forms for lycanthropes in general, by the book wererats are the only ones. Other weres are people that "change into beasts." None of the other descriptions depict a "man-beast" form, so an argument can be made that they are just wolves or boars or whatever when transformed.
  3. They are intelligent and can speak Common in either form. The general description for lycanthropes' animal forms says they cannot speak normal languages but can communicate with animals of their type. Again, wererats are an exception to the rule. They may speak in human or "man-rat" form. 
  4. When they summon regular rats to aid them, they get giant rats instead of normal ones. 
Tactically, wererats are clever, setting ambushes with a high chance of surprising foes. Their ability to change into much smaller than human size also makes them quite capable of infiltration and stealth. I can envision using them in scenarios like a chaotic master thief who retains a cadre of wererat spies.


Sunday, September 30, 2018

RMA: Lycanthropes (werewolf)

Once again, Halloween fast approaches. It is easily my favorite holiday of the year. This reminded me of my post last year about classic monster movies

It then occurred to me that I have never done a Random Monster Assessment (RMA) about the classic lycanthropes. I have discussed the Devil Swine, but he's not a typical example of this grouping of monsters. So without further ado, I am diving into a series of lycanthrope RMAs starting with the classic of all classics, the werewolf.

OGWW!


First off, let's get the stats out of the way, shall we?

Werewolf (from Moldvay)
AC: 5 (9 in human form)
HD: 4
Move: 180' (60')
Att: 1 bite
Dmg: 2d4
No. App: 1d6 (2d6)
Save: F4
Morale: 8
AL: C

At first it doesn't appear that intimidating. Its armor class (in were-form) isn't too bad and it has a low morale. Four hit dice means it isn't dropping in one shot, but it isn't exactly a dragon, either. Of course, what makes the werewolf and other lycanthropes interesting (and scary) as foes are the devils in the details.

It's common knowledge that werewolves are not harmed by normal weapons. It requires magic (weapons or spells) or, of course, silver to damage them. Silvered weapons aren't too hard to come by in your typical BX setting, heck they're on the standard equipment lists along with things like wolfsbane (we'll get to that), but not every weapon has an argent version. By the book, only daggers and arrows are available this way. I have had players do things like melt down silver pieces into sling bullets and coat crossbow bolt tips with the metal, but I usually draw the line at things like silvered swords and the like. It's not that the metal is so expensive, it's that the process won't hold that much of an edge. I did once see a player at a con have his cleric use a silver candelabra as an impromptu blunt weapon, though. Magic weapons and "battle" spells are pretty obvious, as that +2 Axe or Lightning Bolt spell is going to work against most any critter you use it against.

Aconitum napellus, or Wolfsbane, is an interesting bit of folklore that was added to the monster listings. I've discussed it in more detail in the previously linked blog post, but the idea that one can drive the were away without killing it, coupled with a werewolf's low morale lends itself nicely to the idea of the creature being driven away by the superstitious peasantry and remaining at large for an extended period; perhaps over several nights, months, or years?

Moving on. All lycanthropes can summon their mundane counterparts. So werewolves can summon regular wolves, wereboars normal boars, etc. Having 1 or 2 wolves show up to the fight a few rounds later might knock some PCs off balance a bit.

Werewolves are particularly nasty foes because they tend to run in packs. In groups of five or more, there is an "alpha" with an extra HD and a damage bonus plus the normal summoned wolves to pad the ranks. 2-12 werewolves with 1-2 wolves each means a lot of fangs running around underneath a full moon.



And their hair was perfect! 

Lastly, I should mention the disease of lycanthropy itself. There are a few interesting things about it. First of all, there is no save! If a character takes more than half their hit points in a fight with a were-creature, they are infected. Secondly, it only fully manifests in humans. It just flat-out kills demi-humans! Granted, humans or otherwise have a little time before the disease takes full effect (one way or the other) and can seek out an 11th+ level cleric to cure them of the disease. This is doubly interesting because A) Cure Disease is a third level spell, which a cleric would have access to by sixth level. B) There isn't anything specific about an eleventh level cleric's abilities that seem to jibe with this power. No access to new spell levels and they were already name level. So why 11th? The only thing about this particular level cleric that I see is that is where they reach the highest tier on the Turn Undead table (11+) and can automatically Destroy any undead up to Vampires. I would say it's because lycanthropy is a magical disease, infecting one via a magical creature, but mummies' rotting disease is curable by the spell. I expect it was probably a case of where the Expert rules were assumed to be going to have something for it when Basic was released, but things got tweaked after the first book was published.







Tuesday, September 25, 2018

Curious Objects: Scarab of Protection



This is a powerful, if limited, item that I have rarely seen in play. It won't keep that sword out of your vitals or that lightning bolt from frying you to a crisp, but it can definitely save your bacon..

Unlike a ring of protection or similar, the scarab doesn't up your armor class. Rather, it absorbs certain evil magics, keeping them from harming the wearer. Specifically, it blocks curses and the "finger of death" spell.

Let's start with the latter. Finger of Death is the reverse of Raise Dead. That's a 5th level clerical spell and only certain clerics (i.e. evil/chaotic) are probably ever going to be casting that version. Despite the fact that this situation may not arise too often, having an item that just nullifies it is pretty amazing. Now, as the scarab has limited charges, I would probably allow the targeted PC their saving throw vs. Death Ray first, then -if they failed- take off the charge from the scarab.

What's slightly more likely to come up is the scarab's ability to absorb curses. The description specifies that the curse can be from "spell, scroll, or other effect." In other words, nearly anything. In a BX world where you have cursed magic items, the curse spell, and even certain creatures with the spell-like ability to curse PCs, being able to shrug such things off is not trivial. While the description doesn't specify, I would rule that it would even protect from things like picking up a cursed magic sword or similar, as such things usually require a remove curse  to get rid of.

The scarab only comes with 2d6 charges, but there's no difference in cost for what it stops. So whether it's the Baleful Bishop casting finger of death at you, or a sprite giving you warts, it still costs one charge to block it. The spent scarab is useless and cannot be recharged.

It's important to note that the text says nothing about existing curses. Thus, it won't remove a curse that's already in place (just as it wouldn't resurrect someone already killed by finger of death). So putting the scarab on an afflicted character won't help.

This is another one of those magic items that could add a lot of flavor to an adventure or an NPC without drastically tipping power level with outrageous combat bonuses or similar. Likewise, a PC that finds one may be a bit underwhelmed initially, but as soon as that shaman's curse "bounces off" him, he'll be feeling differently about that little bit of bling.