Friday 23 January 2015

Greek to Me 3: Lamia for DCC

Lamia: Init +2; Atk tail grapple +4 melee (1d6+2); AC 14; HD 6d8; hp 30; MV 30’; Act 2d20; SP Charming gaze, constrict, kiss, death throes; SV Fort +4, Ref +6, Will +4; AL C.

A beautiful woman from the waist upwards, and an enormous serpent from the waist down, Lamia was transformed by the jealous goddess Thera to her present state after Lamia bore the hero Aclueus by the goddess’s husband, Xanxes. Lamia was forced to devour her mortal children, and cursed with a great craving for the lives of the young. It is also her desire to inflict revenge upon all men, and especially upon Xanxes and Thera, their priests, and their followers.

Lamia can charm another with her gaze, using an Action Die. Her victim must succeed in a Will save (DC 12) or do nothing on his next initiative except move in a straight line towards Lamia at his best speed. Lamia cannot charm adult women, although she can charm girls below the age of 10, and males of all ages.

When Lamia makes a successful grapple with her tail, she thereafter constricts for 1d6+2 damage each round thereafter until either she or her victim are dead, or her victim succeeds in a DC 15 Strength check. Lamia can kiss a willing victim automatically, or a grappled victim with a successful attack roll. Each kiss causes 1d3 points of Strength damage.

When Lamia is reduced to 0 hp, a swarm of venomous serpents issues forth from her wounds, and forms from her spilled blood. These serpents attack everyone in a 20’ radius for 1d3+1 rounds, and then the swarm disperses. Each remaining hit point the swarm possess when dispersed indicates a surviving serpent, and each of these serpents becomes a member of the Brood of Lamia.



Venomous serpent swarm: Init +4; Atk swarming bite +3 melee (1d3 plus poison); AC 12; HD 6d8; MV 30’; Act special; SP swarm traits, poison, transformation; SV Fort +3, Ref +5, Will +0; AL C.

The poison of these serpents does 1d3 damage, with a Fort save (DC 10) to avoid 1d3 Strength damage as well. Each of these serpents grows into a brood-born of Lamia over a period of 1d12 months.


Brood-born of Lamia: Init +2; Atk tail grapple +2 melee (1d4+2) or spit venom +3 ranged (poison); AC 12; HD 2d8; MV 30’; Act 1d20; SP Spit venom, constrict, kiss, death throes, transformation; SV Fort +2, Ref +3, Will +2; AL C.

Any serpent that survives from the venomous serpent swarm becomes a brood-born of Lamia. This creature resembles her progenitor, but is clearly reptilian even in her upper extremities. Her scaled head is crowned with a frilled crest rather than hair, and her unblinking eyes are incapable of charming anyone. Like Lamia, though, the brood-born can constrict with a successful attack, doing automatic damage each round (Strength DC 12 escapes grapple).

The brood-born can also spit a stream of venom in a line up to 10’ long. Those who come into contact with this venom must succeed in a DC 15 Fort save or take 1d5 points of Strength damage (1 point on a successful save).

When a brood-born is slain, it loses all of its human features, becoming nothing more than an enormous frilled serpent. When only one brood-born remains, it goes through a transformation lasting 1d24 hours, during which it sheds its skin to become the reborn Lamia. During the transformation, the brood-born has only a 1d16 Action Die. Afterwards, it has the full powers, as well as all of the memories, of the original Lamia.


The only ways to truly end the threat of Lamia are to destroy all of the venomous serpents before they can transform into brood-born, or to destroy the last brood-born before she can become the reborn Lamia.



Thursday 15 January 2015

More Greek to Me: Euryale

Euryale: Init +2; Atk short sword +2 melee (1d6) or bite +1 melee (1 plus serpent bites) or serpent bites +0 melee (1d3 plus poison); AC 15; HD 5d8+5; hp 33; MV 30’; Act 2d20; SP infravision 60’, serpent bites, poison, scream, immortal; SV Fort +2, Ref +2, Will +3; AL C.

Euryale is one of the sisters of Medusa, a creature shaped like a woman with poisonous serpents for hair. She possesses fangs like a viper, and if she bites she gains an attack with her snake-hair serpents as a bonus attack. Although Euryale’s bite is not poisonous, those of her serpents are (1d6 damage; Fort DC 15 or also take 1d4 Strength and 1d3 Agility damage).

Three times a day, Euryale can scream with potentially lethal effect. All within 30’ take 3d8 damage (Fort DC 15 for half). All between 30’ and 60’ take 2d8 damage (Fort DC 10 half). All farther than 60’ away, but who hear the scream, take 1d8 damage (Fort DC 5 half). Euryale must wait 1d5 rounds between screams.

Euryale is immortal. When reduced to 0 hp, she does not die, but must withdraw, moving at half speed, until she can find a place to recover. She can be hindered. She can be hurt. But she cannot be damaged worse, apart from cosmetically. 2d3 weeks later, Euryale emerges at full strength, and probably eager for revenge. Even if her body is burned and the ashes scattered, Euryale is restored.


Sunday 11 January 2015

All Greek to Me: Three Demons of the Aeliusian City-States

Charonite (Type I demon):  Init +1; Atk staff or claw +4 melee (1d4 plus soul rend); AC 13; HD 2d12; MV 30’; Act 1d20; SP infravision 60’, darkness (+4 check), half damage from non-magical weapons and fire, safe passage, soul rend; SV Fort +2, Ref +1, Will +4; AL C.

Charonites are Type I demons in the service of Charon, the infernal ferryman of the river Styx. They appear much as their master – tall skeletal figures wrapped in dark robes, possessing a simple pole, and always mounted upon a boat. A Charonite can be summoned with demon summoning, burning a soul in the censor of Charon, or by adding three drops of water from the River Styx to any mortal body of water, fresh or salt. A Charonite can only be summoned where there is a body of water in which its boat can appear. A mist arises, and from that mist the Charonite and its boat appear.

A Charonite can accommodate up to 16 passengers on its boat, and the boat is always sized to the expected number of passengers. Each passenger must pay 2 coins (of any denomination) for the trip, and the Charonite can take its passengers safely to any point where a body of water meets the land, in any plane of existence.

If attacked, a Charonite’s attacks can rend the soul from its victim. Each successful attack requires a DC 10 Will save or the character takes 1d3 Personality damage. If Personality drops below 3, the victim collapses, and takes 1 point of permanent Personality damage each round until the Charonite is either defeated or driven away (spells like holy sanctuary, protection from evil, and restore vitality can interrupt this process). If the victim’s Personality reached 0, the Charonite rends the soul from the victim’s body, and immediately withdraws from this plane, delivering the soul to Charon himself on the River Styx. If the victim is to be restored, the demonic ferryman himself must be bargained with, and Charon does not give up the dead easily.


Empousa (Type I demon): Init +3; Atk bite +1 melee (1d4) or claw +2 melee (1d3); AC 12; HD 1d12; MV 40’; Act 1d20; SP darkness (+4 to check), charm, half damage from non-magical weapons or fire; SV Fort +2, Ref +4, Will +4; AL C.

Empousai are demonic female vampires, whose fiery-haired seductive beauty is marred with a bronze leg and a donkey’s foot. They are able to charm men, who must make a Will save (DC 12) or be entranced, allowing the empousai to approach and attack unopposed (no Agility or shield modifier to AC). Each round where an empousa successfully attacks, or each round where a companion attempts to bring the victim to his senses, grants a new save; if successful, the character can act beginning the next round with a -1d penalty on the dice chain to all rolls for the remainder of the encounter.

These demons of Hecate exist to devour men. They do not attack women.


Erinyes (Type III demon): Init +4; Atk fiery whip +12 melee (1d6+4) or claws +8 melee (1d5+4); AC 16; HD 9d12; MV 30’ or fly 50’; Act 2d20; SP infravision 60’, darkness (+12 check), immune to weapons of less than +2 enchantment or creatures of 5 HD or less, half damage from fire/acid/cold/electricity, teleport at will to Hades or any point on the material plane, crit range 18-20, constriction, fire, powers against oath-breakers; SV Fort +8, Ref +8, Will +10; AL C.

Also known as Furies, the Erinyes are demons of Hecate which serve to bring vengeance against those who break their word, especially vows made with the gods as witness. They appear as vulture-winged women of hideous aspect, armed with iron talons and fiery whips. A victim struck by a whip attack must make a DC 20 Reflex save or be entwined. Such a victim takes damage automatically each round from constriction and flames, and anything flammable on the victim bursts into fire. An Agility or Strength check (DC 18) can be made each round to get free, but the flames continue to do 1d6 damage each round until extinguished with a DC 10 Reflex save. A constricted victim has a 50% chance of being unable to use each arm; both must be checked separately.


Oath-breakers are the Erinyes’ lawful prey. An Erinyes attacking anyone who has broken an oath taken in the name of one or more gods gains a +2 on all saves.