Friday, February 26, 2016

THERE AREN'T ANY DWARFS EITHER

Dour, taciturn, tired
 
Random stand-ins for Thorin and Company for those insufferable hipster campaign worlds that just have to be different

d12
1. Petite, dainty, jolly, exceptionally skilled little female warriors able to leap around as if on wires, insatiable lust for thrills, males of the species useless drones who never leave home on distant isle, unflappable sunny disposition grants immunity to fear, confusion, contempt for ostentatious displays of wealth, compelled by biology to return to isle for procreation when level limit reached
2. Chimp-sized apes with long luxurious beards, servitor species created for skilled manual labor by extinct masters (construction, blacksmithy, cooking, childcare), bonus to strength, sub-normal wisdom, suggestible, must make saving throw to resist direct orders from trusted companions
3. Short, bald, slight humanoids with huge, impeccable mustachios, masters of fashion, haberdashery, footwear design, disguise, minor illusion, able to create improvised stylish equipment to tackle unique challenges (bungee cord suspenders, parachute hats, suction-cup shoes, etc.)
4. Highly intellectual spell-casting potted plants w/anthropomorphic Venus flytrap-like mouths, each come with own nano-cephalic hominoid personal valet/bodyguard
5. Wee human forklifts with huge hands and arms, originally created by Underworld sorcerer for sale to freight/shipping companies, able to crush goblin (or appropriate replacement) skulls in their bare hands, vocabulary consists of 3d6+2 randomly selected nouns and verbs
6. Humanoid hedgehogs: exceptionally dexterous little hands, form defensive ball of spines when threatened and roll like hell, predatory monsters always choose other victims first, so damn cute humans must overcome strong aversion to attack them even when they're acting like complete bastards
7. Small, buff people with great big eyes, prominent ears, permanently flared nostrils, plus variety of other weird sensory apparatus protruding from oversize heads, 1d3 extra senses (as detect magic, clairvoyance, clairaudience, ESP,  etc.)
8. Diminutive blue-skinned speed freaks: constantly in search of ingredients to brew their cherished vitality juice (lethal to humans, reeks like a hot sewer, served in elaborate ritual six times daily), super-human movement rate, will die if they fall asleep
9. Adorable skunk people: release various defensive chemical sprays (as sleep, charm person, corrosive acid, standard offensive stench, etc.), learn to mimic familiar odors as they gain experience
10. Puny yet impressive warriors who never take off their helmets, affixed at top secret coming-of-age ritual never witnessed by humans, helmet design indicates clan/personal monster totem, complete badasses totally lacking concept of humor, despise frivolity of any kind, liable to leap into action when fellow adventurers argue over course of action
11. Hairless humanoid rodents, necrotic bacterial load in saliva, able to squeeze into any space smaller than their heads (and they're pretty narrow), always flee from snakes of any size, secretly eat humans
12. Four foot tall Cthulhus

9 comments:

  1. Per #2, you can use these guys, they're a blast to play: http://dungeonofsigns.blogspot.com/2012/07/flying-monkey-as-monstercharacter-class.html

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    Replies
    1. Well, I'll be damned! I consider it no dishonor to be scooped by Gus L. But I might just have to edit this...

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  2. Put huge, elaborate, pigtail braids, big enough to be used as bludgeoning weapons, on #1 and you've got a sale!

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  3. Erm...radium apes.

    http://valianttheywere.blogspot.com.au/2016/01/dungeon-mastery-radium-apes.html?m=0

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  4. What would you call such a creature as #7?

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  5. What would you call such a creature as #7?

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