Sunday, September 25, 2011

More new monsters for Holmes D&D

Building on my earlier list of new monsters for the Holmes D&D rules inspired by character classes, here are some more offerings.  Like the previous batch, these are based on a brief mention by Holmes in the basic rulebook under Additional Character Classes and the literature and pop culture available to a 13-year-old version of me.

Monk

Move: 150 feet/turn
Hit Dice: 5
Armor Class: 9
Treasure Type: nil
Alignment: lawful good (50%), lawful evil (50%)
Attacks: 1 or 2
Damage: 1-6 or 1-4 points each

As Monks are skilled in unarmed combat, they always strike first, attacking twice per round with their hands, or once per round with a weapon.  If hit in melee, a monk takes half damage (round down).  Their training also allows them to dodge incoming missile fire half the time.  When fighting men or similar opponents, if a monk rolls 5 or more than the number needed to hit the target, the target is knocked unconscious for 1-20 rounds.  Monks carry no treasure, although their monasteries typically have valuable statuary or other adornments.  A monastery is led by the grand master, who fights as a 10 hit dice monster and attacks twice per round with weapons or four times per round open-hand.

Paladin

Move: 120 feet/turn
Hit Dice: 8
Armor Class: 2
Treasure Type: see below
Alignment: lawful good
Attacks: 1
Damage: 1-6 points

There are a dozen paladins, all of whom serve the king.  The strength of their faith gives paladins a +4 save vs. any fear or charm effect, whether from spell, wand, or dragon breath.  Once per day, a paladin may lay hands on a person, this has the effect of a cleric's Bless spell.  Although paladins have no use for treasure, they are always armed and armored as a knight (sword, lance, shield, plate mail, etc.), with a 40% chance an item will be magical.  If encountered outside, a paladin will have a heavy war horse with barding (AC 5) able to understand the paladin's commands.  A paladin will not join an evil party or perform an evil deed.

Ranger

Move: 120 feet/turn
Hit Dice: 7
Armor Class: 5
Treasure Type: M
Alignment: chaotic good
Attacks: 1
Damage: 1-6 points

Rangers are skilled in woodcraft and can track small groups or even individuals through the wilderness 90% of the time.  When outdoors, they can sense an ambush on a roll of 1 to 5 on a six-sided die.  While in the wilderness there is a 50% chance a ranger can use certain plants to create a healing draught that can cure the touch of a wight or heal 1-4 points of damage; such a potion takes 2-7 hours to make and must be used immediately or it loses its curative power.  The rangers have a chieftain of noble birth with 10 hit dice and a magic sword (roll type).  In large battles, a ranger will lead a company of 30-180 normal men or 20-80 elves.

Witch

Move: 120 feet/turn, 240 feet flying
Hit Dice: 3
Armor Class: 9
Treasure Type: S
Alignment: lawful evil (50%) chaotic evil (25%) neutral (25%)
Attacks: 1
Damage: 1-6 points

Although powerful witches such as Baba Yaga lead a solitary existence, witches usually gather in covens of three or more.  A witch will always have a Broom of Flying and a magic cauldron that functions as a Crystal Ball, but only for the witch.  A witch can also use her cauldron cast a curse similar to that of a scroll spell or to create enchantments able to dupicate any spell, scroll, or magic item effect (except wishes).  Witches often bestow these magic charms to adventurers in exchange for certain tasks.  A witch can speak with her familiar (usually a cat) and therefore knows what it knows.

1 comment:

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