Creatures and Enemies (INTO THE ODD) (WIP) (d49)

By Chris McDowall creator of INTO THE ODD
Found on his blog BASTIONLAND

d49 Creature: Stats: Description:

1

Blood Servants

STR 5, DEX 5, CHA 5, 5hp
d6 Needle-Swords
Bloated Bodies

  • Waddle about serving their Blood Master in disgusting body-horror chores.
  • Bicker with each other about who Master loves most of all (he loathes them all).
  • If reduced to STR 0: Explode in a shower of burning blood (d6 Blast) invigorating their Master (restore their STR).

These creatures resemble bald, bloated dwarfs, usually found waddling around the lairs of their vampire masters. They serve without question, usually carrying out menial tasks, acting as lookouts and being disposable sources of blood when the need arises. Creating a Bloodling is a process that only a vampire can carry out and involves biting a captured victim in a particular way while casting a Command spell. This causes them to swell with blood and become completely at the command of their master.

2

Elemental Conduit

STR 7, DEX 7, CHA 18. 12hp

  • An elemental cultist that has given up their sapience to become a channel for elemental beings to enter our plane.
  • They are humanoid but clearly made up of chunks of raw elements barely held together.
  • They want everything to return to raw elemental chaos, and can summon elementals at will.

Lich variation.

3

Eternal Apprentice

STR 7, DEX 7, CHA 18. 16hp
Dagger (d6)
Lots of Spells.

  • Doomed to eternally wander the tomb of their truly dead master, tidying up, checking everything is in order, sweeping the floor.
  • Can channel the power of their master if needed, but is woefully lacking in confidence and constantly scared of using the wrong spell.
  • Their spirit is released if the master’s corpse is destroyed.

Lich variation.

4

Tome Golem

STR 15, DEX 5, CHA 5
D8 Smash
Lots of Spells

  • Literally made out of spellbooks but doesn’t really understand them. Throws a random spell out in anger if provoked.
  • Drawn to absorb more spell tomes into its form.
  • Extremely flammable (any fire attacks get +d12).

Lich variation.

5

Floating Corpse - Not-Quite-Right Dead Forms

STR 8. No HP, but automatically pass Saves vs Critical Damage. You have to hack them down to STR 0.

  • Float silently, patrolling along a set route.
  • Bump harmlessly against intruders, making a gross mess and distracting from other tasks.
  • In the presence of the Dark Wizard that animated them they errupt in a flailing spasm (d8 claws)

Dark Wizards may create these horrors without the exertion required in creating a mass of zombies or skeletons. These rotting corpses float upright a few inches off the ground, making no sound as they patrol a set area or head towards a given point. If patrolling they will turn and float towards any intruders they notice, unable to attack, but often serving as a deterrent for inexperienced intruders. When they reach their target they do nothing but helplessly bump against them, hoping to provoke enough of a noise to alert the real guards.

6

Lich

(Classic version)

STR 7, DEX 7, CHA 18, 15hp
Ceremonial Dagger (d6)
Lots of Spells

  • Great magical powers
  • Physically weak
  • Themes of greed and immortality

It is a type of undead creature. Often such a creature is the result of a transformation, as a powerful magician skilled in necromancy or a king striving for eternal life using spells or rituals to bind his intellect and soul to his "phylactery" and thereby achieving a form of immortality. Liches are depicted as being clearly cadaverous, bodies desiccated or completely skeletal.

7

Spider Dragon

STR 18, 15hp
Pale Chitin (Armour 2)
Bristling Multi-Jaws (2d8)
Thrashing Limbs (d6 Blast).

  • Ceaselessly seek juicy cattle to drag back to their web-lair.
  • Spray a sticky web-acid (d10 Blast, anyone taking STR Damage is webbed until cut free from the outside) once per day.
  • Cower in fear from even the smallest bird.

These towering horrors would seem to be prime examples of a wizard's experiment gone wrong. They are, in fact, natural creatures predating even Dragons, which they are unrelated to. Forced to the surface from their home deep beneath the ground they have developed a taste for cattle and slowly gained tolerance to sunlight. They resemble pale, gigantic six-legged spiders with a hideous head sporting beady eyes and an unfolding jaw bristling with teeth. No one has ever been known to tame one of these beasts or find a nest of young.

8

Wraith

10hp (immune to physical damage).
Chilling Touch (d10, ignores Armour)

  • Repelled by light or fire.
  • Mostly want their tombs to be left alone.
  • When a victim takes Critical Damage they will continue to drain them until they reach STR 0 and become a Wraith.

9

Civilised Ghoul

3hp, Surprisingly Fancy Clothes.
Claws (d6. Critical Damage: Bite to paralyse and drag away)

  • Revel in the macabre.
  • Fetishise death but have no appetite for killing.
  • Try to maintain their humanity in spite of their horrible lives.

10

Dragon

STR 18, 15hp
Armour 2
Claws and Tail (d10, targets all surrounding opponents)
Bite (d12)

Movility: Roll on "Dragon movility"
Breath Weapon
: Roll on "dragon breath weapon"*
Environmental Link: Roll on "dragon enviroment"
*

11

Man-Monster (Monstrosity)

STR 10, DEX 10, CHA 5, 5hp
Club (d8)
Roll on "Sparks for Abominations (INTO THE ODD)"

  • Try to observe normality from a distance.
  • Decorate its disgusting lair.
  • Make things worse for everybody.

Monstrosity template.

12

Skulking-Horror (Monstrosity)

STR 10, DEX 18, CHA 5, 8hp
Four d6 tendrils.

Roll on "Sparks for Abominations (INTO THE ODD)"

  • Assume the worst of anyone they meet.
  • Covet the belongings of others.
  • Give in to Envy.

Monstrosity template.

13

Giant-Creature (Monstrosity)

STR 18, DEX 5, CHA 5, 15hp
Armour 3
Two Claws (d8)
Bite (d10)

Roll on "Sparks for Abominations (INTO THE ODD)"

  • Try to scare others away.
  • Lash out in anger.
  • Move to a new home once discovered.

Monstrosity template.

14

Coil Man

5hp
Electric Stave (d8)
Long-chinned mask

15

Jaw-Goat

6hp
Butt (d6)
Painfully Itchy Pelt, Ice Cold Horns, both effects increase after death

Gathering bones for its nest. Not so interested in your bones.

16

Hand of the Mountain

15hp
Armour 2
Smash (d10)

Here to reclaim anything mineral for the mountain. Appears out of the Earth and returns back to it if you cross water or a canyon.

17

Abyss Spirit

10hp
De-Pressurisation Touch (d10 ignore Armour, explode on Critical Damage)

18

Iceberg Spirit

12hp
Icy Form (Armour 2)
Crush (d10 to all in a line)

19

Smog Spirit

6hp
Choke (d6 to all within)

Immune to physical attacks but disperses if left alone.

20

Pickling Spirit

8hp
Acidic Splash (d6 Blast)

Anything killed is preserved and delicious.

21

Heat Spirit

12hp
Glowing Metal Body (Armour 3)
Heat Ray (d8)

Longs to be cooled down which causes it to become peaceful.

22

Razorwire Spirit

10hp
Metal Form (Armour 2)
Lash (d6 to all adjacent)

Anybody taking Critical Damage is pulled in to be kept safe.

23

Skeleton Guard

STR 10, DEX 15, CHA 1, 5hp
Shield (Armour 1)
Ancient Sword (d6)

  • Piercing attacks are Impaired.
  • Intrigued and Confused by modern technology.
  • Breaking the Shield of a Skeleton Guard Imprints the breaker's forehead with the shield's symbol. They can command any Skeleton Guards bearing this symbol.

24

Beholder

STR 15, DEX 10, CHA 5, 12hp
Thick Hide (Armour 2)
Angry Jaws (d10)
Death-Ray (d10, Permanently Petrified on Critical)
Telekenesis Ray (STR Save to avoid being thrown)

  • Hates everything that is different to itself.
  • Swearing servitude to the Beholder requires a CHA Save. On a fail, the Beholder executes the character, on a Success it Implants them with a Merged Eye capable of rudimentary telekinesis.
  • The Beholder's central eye renders any technology, Oddities, or Implants useless as long as the gaze remains.

25

Colossal Red Dragon

STR 19, DEX 10, CHA 14, 18hp
Huge and Scaly (Armour 3)
Jaws (d12)
Tail (d10 Sweep)

  • Wants to hoard precious things and avenge thieves.
  • Breathe Fire (d10 blast, Recharges with a Rest).
  • Burning a dragon's heart requires extreme heat, but consuming the ash Imprints that character with bright red hair, and allows them to breathe fire as the dragon could in life, once per day.

26

Ice Devil

STR 15, DEX 17, CHA 2, 11hp
Carapace (Armour 1)
Ice Fork (d10, Freezed Solid on Critical)

  • Seeking a single target, to be frozen and taken back to Ice Hell.
  • Anyone that survived being Frozen by the Devil's fork now has ice-blue eyes Imprinted, and can recover lost STR by bathing themselves in ice water.
  • If killed, summons d6 Ice Devils to avenge them (these cannot Summon any more).

27

Aboleth

STR 16, DEX 4, CHA 19, 9hp
Big and Blubbery (Armour 2)
Tentacle Lash (d8)
Roll d6 Smelly Grey Slaves,
2hp
Spear(d6)

  • Always plotting for revenge against another Aboleth that may be off in a distant time or place.
  • Gurgles a command, which the target must obey or lose d6 CHA. Always starts with "Bow to Me". 
  • Anyone bowing to the Aboleth, or driven to 0 CHA in their presence, gets covered in slime and Imprinted with grey skin. They now smell so bad that others around them are Deprived unless they move to a safe distance.

28

Gelatinous Cube

STR 13, DEX 3, CHA 0, 1hp

  • Ignore any physical attacks besides explosives, electricity, or extreme temperatures, and drift towards the nearest source of body-heat, or away from extreme temperatures.
  • Pass over anything in their way, forcing a DEX Save to avoid being enveloped. Enveloped characters cannot break free themselves and lose d6 STR each turn through corrosion. Anyone 
  • A small Central-Gland is found at the top of the cube. Eating this turns Imprints the character by turning their tongue transparent and allowing them to melt any organic matter in their mouth.

29

Dust Hag

STR 8, DEX 13, WIL 11, 7hp
Claws (d6)
Dust Staff (Spray dust, DEX Save or Blinded until the Hag is dead or lifts the curse)

  • Turn to dust at will, ignoring physical attacks (cannot do this if wet).

  • Direct one of her eyes to fly independently, but she can still see through it. If you help her, she will offer to pull one of your eyes out to give you the same gift.

  • Lives to manipulate others, and has no agenda besides stirring up trouble and gaining influence.

30

Beckoning Shadow

STR 10, DEX 17, WIL 13, 6hp.
Shadow Form (Immune to any attacks, but bright light repels it, and being trapped in light destroys it).

  • Moves across walls as a shadow, mimicking with mocking exaggeration. 

  • Lures the unwary to touch hands, then grabs for d6 WIL loss each turn until they break free. At WIL 0 they are absorbed into the shadow. 

  • If someone breaks free from the shadow, it flees, but the victim's shadow becomes a pit to nothingness until the shadow is destroyed.

31

Strange Hunter

STR 13, DEX 13, WIL 12, 14hp
Glossy Body (Armour 1)
Beam-Gun (d8, Disintegrates on Critical Damage)
Alien-Blade (d8, one-handed)

  • Speaks an unfathomable language and phases from this place to his Far Land at will. 

  • Looks at you with disgust but only wants to find big-prey to hunt. 

  • Keeps a watch on you, and if it witnesses you kill some big-prey it grants you the Cosmic Mark on your forehead (if you allow it). Intelligent beings from other Far Lands will respect and fear this.

32

Roll 2d6 Boxmen Worship-Team

STR 8, DEX 4, WIL 5, 4hp
Lead Sarcophogarb (Armour 2)
Withered arms, theatrical voice

Too much time in the Far Lands changes people.
If they travelled via the Underground, they have moved beneath time. What seems like a month-long jaunt from Bastion may have been several lifetimes of existence in an alien realm.
Some pick up a new look or religion. Others encase themselves in a metal shell and worship a bio-mechanical slaughter beast: GUN IDOLS.

ORDER: Roll on "Orders"

  • Gather new worshippers for its Gun Idol, or prompt it to destroy heretics.
  • Tip over onto something for d8 damage, needing help from two other boxmen to get back up.
  • Act based on its Order (see below image)

33

Gun Idol

STR 16, DEX 7, WIL 4, 20hp
Huge Bio-Organic Body (Armour 2)
Gun-Organ (d12)
Roll on "GUN IDOL"


  • Tremble, roar, and blast things.
  • Stop for a rest at the worst time, prompting a ritual by the worship-team.
  • Act based on its specific type (see below).

34

Barkeater

STR 17, DEX 15, WIL 14, 6hp
Weather Battered Hide ( Armour 1)
Feral Jaws (d8)
Crown of Twigs

Feral King.
Repeatedly proclaim that you are in Barkeater's Domain and he is King of Wood.

Or offer to fight you naked in return for his blessing and safe passage (win or lose, but if he beats you he must pass a WIL Save to avoid going too far and killing you).

Or Declare you as trespassers and run off into the woods to set up traps and ambushes.

35

Grussmuck

STR 8, DEX 15, WIL 4, 14hp
Wooden Spike (d6)

Spirit of Mud.
On death, or when bored and done with this life, explode in a cloud of mud that can only be washed out by the deepest water.

Or Offer a trade of Mudapples (incredibly tasty potatoes drawn from the mud-realm) for the promise they'll help him cover something clean and beautiful in mud.

Or Pick the most beautiful, cleanest person or thing in the group, and do anything to cover it in mud.

36

Milkynewt

STR 3, DEX 15, WIL 2
Tongue (d6 damage to bugs only)

Subservient Little Lizard.

Resolve: {Immediately bow to you in an offer to serve, welcoming any violence you dish out onto it.|Serve you honestly and loyally, no matter how dangerous or demeaning the work.|Betray you at the first opportunity for a new master.}

37

Piston Monkey

8hp
Metal Bits (Armour 1)
Pneumatic Bite (d8)

38

Nature-Purist

3hp
Pistol (d6)
Bush-clothes

39

Meat-Titan

13hp
Meaty Hide (Armour 2)
Stampede (d8)

A sort of elephant flesh-golem.

40

Duty Spirit

STR 6, DEX 15, WIL 19, 10hp
Burn (d4)

  • Assign you a duty, if you don't have one. 

  • Burn those who turn their backs on duty.

  • Sacrifice itself for another at the first opportunity.

41

Lizard Spirit

STR 16, DEX 18, WIL 15, 15hp
Armour 1
Bite (d6, paralyse on Critical)

  • Talk and act with cold-blooded detachment.
  • Consume things whole.
  • Embody toxicity.

42

Borough Spirit

STR 18, DEX 4, WIL 15, 12hp
Armour 2
Slam (d10)

  • Wall off those that belong together from those who are different.
  • Crush those that betray their community.
  • Do anything to stop you leaving.

43

Psychiatric Spirit

STR 15, DEX 13, WIL 16, 15hp
Armour 1
Claws (d10)

  • Intrude into your mind.
  • Lie about the scope of its powers.
  • Lock you up.

44

Adorer (Inverse Beholder)

STR 15, 8hp
Stony Body (Armour 2)
Trample (d8)

  • Sniffs out signs of life and is drawn towards them. Has infinite love for all other beings, so much so that it can hardly contain its overlapping emotions.
  • If it encounters any beings in conflict for any reason it lashes out as a punishment, hoping it will stop the conflict.
  • If it in inadvertently kills another being it does everything in its power to isolate itself permanently.

45

Steel Demon (Inverse Rust Monster)

DEX 18, 9hp
Two Claws (d6 each)

  • Senses any movement of metal objects within a mile.
  • Spits out a hail of metal discs (d6 blast) or a single spike (d10, target pinned in place on Critical Damage). 
  • Harasses prey with hit and run tactics from vantage points.

46

Calciferous Mound (Inverse Gelatinous Cube)

STR 15
Armour 3
Immobile

  • Hums a hauntingly beautiful song to attract visitors. 
  • Can create any stony handheld-sized object from its shadowy innards, but only if it is fed something it wants.
  • It longs for knowledge, the more secretive the better.

47

Viridian Moth (Inverse Purple Worm)

STR 1, 4hp.

  • Begins as a bright green, stinking grub with acidic spit that will eat away at practically anything. This lasts for three days and it is insatiable. 
  • When it enters its cocoon form it emits an unpleasant, ultra high-pitched whistle every few minutes. This lasts for one day. 
  • When it emerges as a beautiful green moth it can shed spores that heal any ailments and can even regrow limbs with enough exposure. It remembers everything about how it was treated in its earlier phases, and only helps those that have previously helped it.

48

Sharling (Inverse Bulette)

STR 16, 5hp
Big Soft Body (Armour 1)
Gore (d10)

  • Patrols its territorial waters and rushes anybody that it sees as a threat. 
  • If you can catch one its fatty meat is a delicacy (£2k for a full carcass).
  • Anybody that eats some of its meat is Deprived each day they do not eat some more. The addiction wears off after a week of not eating any meat at all.

49

Force Leech (Inverse Mind Flayer)

5hp
Sledgehammer (d8)

  • Wants to assert physical strength over others and has no concept of empathy
  • When it causes STR damage it gains that many "Muscle Points" (MP)
  • Can spend MP in place of HP or to add to Damage rolls, to the maximum of their die type

Subcharts

Orders (d8)

d8 Result

1

Blood Box: Require fresh blood poured into their face-slit each day to avoid going into a cannibalistic frenzy.

2

Protectors: Always looking for a victim to protect, or more accurately a villain to punish.

3

Eat-Noise: Elitists that believe they have the duty to move across reality consuming everything.

4

Un-Rulers: Want to take down anyone claiming to rule another, to allow pure worship of the Gun Idols.

5

Downfallers: Really love watching things crumble.

6

Scab-Band: Believe that the holiest act is to almost destroy something and let it grow back stronger.

7

Sinking Ships: Believe that reality is ending any minute now, so help it along any way you can.

8

Ultimate Violets: Seek out all other false Gun-Idols and destroy them.

GUN IDOL (d6)

d6 Result

1

Redbird: Beat its flabby useless wings (d6) and fire a beam of liquid red energy (d12).

2

Alchemiphant: Eats lesser minerals and excretes gold. Fires explosive blasts from a corrugated trunk (d12).

3

Sun Dog: Spends the whole day basking in the sun to fire a beams of black energy by night (d12).

4

Birther: Blind, its eyes gouged out in a past battle, it releases a swarm of explosive flying-things from its maw (d12 blast).

5

Melt-Child: Doesn't have a gun as such, but can glow with energy to melt everything within 50m (d12 ongoing damage, can sustain for rounds before requiring a day's rest). The worship-team have adapted their suits to be immune to this.

6

Raggy: All rotten and mangy, his gun has fallen off and his jaw hangs limp, but his team still worship him.

Dragon movility (d6)

d6 Result

1

Glide on giant bat wings, but can only crawl clumsily on land.

2

Burrow through ground like a landshark.

3

Slither into shadows, popping out from any other shadow large enough.

4

Charge around like a juggernaut, smashing through anything.

5

Float gracefully through the air with perfect control.

6

Climb and leap great distances.

dragon breath weapon (d6)

d6 Result

1

Roll on "dragon fire +"

2

Choking smoke that makes the air unbreathable. Lost d6 STR each turn you stay in.

3

Clouds that stick around and flash with lightning (d10, ignore Armour)

4

Dirt, mountains of it. No damage but you're buried.

5

Sonic blasts that throw things away (d8 damage) and shatter hard objects.

6

Lava that pools around (d12 damage)

dragon fire + (d6)

d6 Result

1

Green fire that can be manipulated into shapes and illusions.

2

Black fire that only harms living matter.

3

Blue fire that holds you in place while it burns you (STR Save to escape)

4

Pink fire that sticks to you and cannot be extinguished unless the dragon wills it.

5

White fire thatonly burns non-living matter.

6

Golden fire that causes all the pain of burning, but no physical damage.

dragon enviroment (d6)

d6 Result

1

Animates the bulk matter of its environment into animated servitors.

2

Devours its environment, always seeking its next home.

3

Literally made out of its environment, born out of nature as its avatar.

4

Trapped in it. Everything about its environment will fight to keep the dragon there.

5

Worships it, despite its indifference, and fiercely fights any perceived threat.

6

It was all created by the dragon. In addition to its normal breath it can conjure up whatever matter is needed to make more of its environment.