Playthings of Mad Gods

Menagerie of Rats: A bunch of OSR Monsters

Introduction

The following creatures I designed for free use in your own hacks and dungeons. Feel free to use them, just credit me. They are not supposed to be just another blob of HP for your players to mow down - they are made to be puzzling and sometimes terrifing, but also quite materially weak. That being said, none are completely immune to physical damage. Cause that sucks. Each may be exploited by a sly player. Also, a star after HD means that a creature uses Supernatural hit dice. These creatures are obviously inspired by Arnold Kemp's Book of Mice

Stoner

When stone is showered with blood, it does not voice its disdain. The hatred grows, until it is completely red. Then it will strike.
1* HD, AC as Plate. Attacks by masquerading among other rocks, then shooting out at any warm target that walks past it (2d8 damage). Otherwise it moves at the speed of 1 m/turn. Its attacks never cause blood to flow outside one's body - but internal bleeding happens quite often. It is an earth elemental. It wants revenge on all creatures that have blood.

Figment

A wave in the image - at the edge of your torch's light. Is it your eyes that decieve you, or is it the air? The air locked in dungeons grows bored, after all.
2* HD (immune to conventional damage except for fire), AC as Leather. Does not attack, instead creating illusions within itself - they may be recognized if carefully inspected, as they wave as if seen through hot air, as well as by the faint smell of mustiness. Otherwise they are perfectly life-like. Takes up ~9 m^3 - may reshape itself into any shape, as long as it does not break its continuity. It is a demon. It wants entertainment, and sees adventurers as a great source. It will gladly do the bidding of those who convince it that they may show it something interesting, however.

Snowchild

Flying in a flurry of snow, an irredescent mass of packed ice. Delicate like the snows that made it, and yet a grave danger - for if it dies, the anger of the storm-gods is released. They live short lives full of discoveries, until they find one that is their last.
1 HD, AC as Unarmored. Icy Stab (d4 piercing and d6 ice damage). If it dies, immediately set the weather to the worst possible kind of storm. It is curious about the surrounding world, and will gladly follow any group of adventurers as they seem to be the most curious thing in the surrounding world. It is an elemental - with just a dash of divine blood.

Laughing Viper

It is hard to get a snake to laugh. They will ignore your jokes, if you try to show them prop comedy they will just slither away, and they will bite you if you try to tickle them. The secret is that you need to get it drunk - and then, when it starts laughing it may not stop.
1 HD, AC as Leather, Poisonous Bite (d4 piercing + minor snakebite poison). Its constant laughter causes difficulty in catching prey animals - when its venom is mixed with a sheep's brain, the resulting mixture may be smoked as a cure for melancholy and hallucinations. Thus, these strange animals are prized by great barber-surgeons, and the secret of their creation is well-kept.

Historian

These dried-out corpses were used by The Ancients as great repositories of knowledge, ones more resistant than papyrus or paintings. After the Painter's Disease they were blamed as harbourers of Memetic Plagues, and as such most were burned in the following panic. A pity, as no modern necromancer is able to re-create their success.
1 HD, AC as Leather, does not attack. Barely able to move, it however can speak the Ancient Tongue well. They are incredibly prized by powerful researchers and wizards, but are also highly illegal - both as undead as well as carriers of dangerous information. Each encountered Historian holds a different set of information - roll 2d8:

  1. A piece of technology that would be quite useful to an ancient person, but is now common knowledge (i.e. the secret of calendars, potter's wheels or pulley's)
  2. Cultural Information (i.e. names, domains and proper sacrifices of gods, or locations of various capitals)
  3. A well-known (if powerful) spell (i.e. fireball, magic missile or raise undead)
  4. A forgotten spell of incredible proportions (i.e. Ten Plagues, Part Sea, Eclipse Sun)
  5. A forgotten spell with daily use (i.e. Turner of Wheels, Blessing of Fertility, Protection from Sunburn)
  6. A piece of forgotten technology (i.e. the method of forging Damascene Steel, the secret of flexible glass, a formula for rare medicine, or greek fire)
  7. Historical records that point to an adventuring location related to the ancient civilization (1-in-6 chance that it has remained completely unplundered)
  8. A memetic plague (an anomalous idea that carries dangerous effects to those who know it, often causing them to spread it further)

#Monsters