Monday, January 20, 2020

Preparing Sewer Rats, Part 2 (Bestiary)

Last time on this series, we went over the basic premise of Sewer Rats, and built some prep tools to make running the game easier. Now, we continue working on dungeoncrawling basics with

m o n s t e r s

Since the true theme of this series is laziness, I'm not making my own monsters, that would be ridiculous! Instead, all of these are stolen from the video game Noita.

They're organized by difficulty - over time, you should start slowly integrating higher level enemies into dungeons - both rooms and random encounters. For example, the first dungeon might be entirely Level 1, the second will have 1 Level 2, the third will have 2, etc. If your players are having a really easy time, you should start turning the level up faster.

Level 1

Hurtta
Hurtta are shelled, crawling creatures of the underground. They mostly hunt Hämis, but have no issue with taking bites out of an incautious Guildsman.

STR: 10 DEX: 8 WIL: 4
HP: 4
Bite: 1d6 damage.

Hämis
Hämis are waist-high violet tripods, with rubbery skin stretched taut over a thin skeleton. Their head holds three green, pupil-less eyes, and their legs end in barbed spikes. They are not predatory, but they are very territorial, and will lunge explosively towards perceived threats.

STR: 6 DEX: 12 WIL: 4
HP: 2
Lunge: The Hämis leaps 30 feet forward and stabs into a target, dealing 1d4 damage.

Limanuljaska
Limanuljaska are strange beings, seemingly risen spontaneously from the sewers themselves. They float aimlessly, rarely taking an interest in the world around them. They truly cannot exist - they have no organs, no blood, only a poisonous, pressurized ooze.
STR: DEX: WIL: 4
HP: 3
High Pressure: Whenever a Limanuljaska takes damage, they release a 10' long stream of toxic ooze in the direction the damage came from. Anyone hit by the stream takes 1 STR damage.
Poison Orb: 1 damage direct to STR.

Rotta
I mean, the game is called Sewer Rats. I had to have them somewhere.
STR: DEX: 10 WIL: 4
HP: 2
Bite: 1d4 damage.
Filch: The Rotta grabs one item held by the target, and starts to run away with it.

Hiisi
The Hiisi come from an advanced society, living somewhere underground. Some of them reach closer to the surface to explore, running into Guildsmen on the way. Their bodies are humanoid, with gray-green skin and odd faces - all the structures of a human (eyes, nose, etc.) but rearranged; no two Hiisi have identical arrangements.

Hiisi Grenadier
STR: 12 DEX: 10 WIL: 11
HP: 3
Knife: 1d6 damage.
Grenade: 1d8 damage in a 30' radius. DEX save for half. Each Grenadier carries 3.

Hiisi Pyro
STR: 12 DEX: 8 WIL: 11
HP: 3
Knife: 1d6 damage.
Flamethrower: 1d6 damage in a 40' cone. DEX save for half. Sets flammable objects aflame.

Hiisi Soldier
STR: 13 DEX: 11 WIL: 12
HP: 5
Machinegun: 3 ranged attacks, each dealing 1d4 damage. Can attack different people.

Shotgun Hiisi
STR: 13 DEX: 11 WIL: 12
HP: 5
Shotgun: 2d6 damage, ranged.

Level 2

Lepakko
Lepakko are flying squid-like creatures. They fear light and heat, as they must stay moist to survive. They build faintly glowing purple webs to block off escape routes, then attack suddenly with bites and sticky projectiles.
Monster Bat.png
STR: DEX: 14 WIL: 4
HP: 3
Heat-Fearing: The Lepakko takes 1 damage every time it ends its turn inside the radius of a source of light and heat.
Flyby: 1d4 damage, then the Lepakko moves 30 feet.
Trap Shot: DEX save or be immobilized for 1d4 turns. You can still act, just not move.

Happonuljaska
Happonuljaska form from groups of Limanuljaska fusing together in times of stress. Around Happonuljaska, Limanuljaska become more present and observant, as well as much more aggressive.
STR: DEX: WIL: 4
HP: 5
Influence: The highest Reaction Roll result that can occur with a Happonuljaska is Hostile. This effect applies to all Limanuljaska near it.
High Pressure: Whenever a Happonuljaska takes damage, they release a 10' long stream of acid in the direction the damage came from. Anyone hit by the stream takes 1d4 damage and loses one random item.
Acidic Orb: 1d4 damage and the target loses one random item.

Laahustussieni
Laahustussieni cores grow deep in the sewers. Once they are ready to release their spores, several Laahustussieni grow off from the core and wander until they find a good location to explode, releasing their spores.
Monster Fungus.png
STR: DEX: WIL: 2
HP: 2
Death Wish: The Laahustussieni will leap in front of attacks, taking the damage instead of the intended target.
Spore Bomb: When the Laahustussieni dies, it releases a 30' cloud of spores. Roll 1d4 for the effect of the spores.
1. Hallucinogen
2. Intoxicating - roll with Advantage (Into the Odd is a roll-under system) for all checks for 1d6 turns
3. Blindness - you sure are blind! All attacks have a 3-in-6 chance of missing, along with other effects of... blindness.
4. Just Poison - 1 damage direct to STR.

Tulikärpänen
Tulikärpänen are large, luminous insects found in some deeper parts of the sewers. Their threatening greenish glow comes from a solution of white phosphorous dissolved in oils. They are usually left alone - not just because of their danger, but also a long-standing belief that they come from dead torchbearers.
Monster Firebug.png
STR: DEX: 11 WIL: 4
HP: 5
Rupture: Upon death, the Tulikärpänen explodes violently, dealing 1d6 damage in a 30' radius, setting flammable objects alight.
Phosphoric Vapors: 1d8 damage in a 50' cone. DEX save for half. Sets flammable objects aflame.

Tankki
Tankki are tracked machines built by the Hiisi for use as fire support in extremely dangerous environments. They are controlled by a limited AI, commanded by a nearby group of Hiisi.

Monster Tank.png

KK-Tankki
STR: 13 DEX: WIL: 10
HP: 10
Artificial: KK-Tankki are immune to poisons, mind-affecting magic, and disease. They take half damage from normal weapons (swords, guns), but double damage from electricity and explosions.
Heavy Machinegun: 3 ranged attacks, each dealing 2d4 damage. Can attack different people.

Monster Tank rocket.png
IT-Tankki
STR: 13 DEX: WIL: 10
HP: 10
Artificial: IT-Tankki are immune to poisons, mind-affecting magic, and disease. They take half damage from normal weapons (swords, guns), but double damage from electricity and explosions.
Rocket Launcher: 1d10 damage in a 50' radius. DEX save for half.

Monster tank super.png
Laser-Tankki
STR: 13 DEX: WIL: 10
HP: 10
Artificial: Laser-Tankki are immune to poisons, mind-affecting magic, and disease. They take half damage from normal weapons (swords, guns), but double damage from electricity and explosions.
Beam Emitter: 1d6 damage, adding 1d6 with each turn the Laser-Tankki spends charging.

Häivehiisi
Hidden under advanced metamaterials, Häivehiisi are used for scouting. Remember, if you see one, there are many more.
Monster scavenger invis.png

STR: DEX: 12 WIL: 10
HP: 3
Invisible: It requires a WIL save to notice a Häivehiisi or find its location.
Splinter Rifle: This weapon deals no damage on a hit. On the target's turn, they take 1d6 damage from no apparent source.

Level 3

Hahmonvaihtaja
Hahmonvaihtaja are dark spirits, risen from the Underworld. They are perfect shapeshifters, copying faces and voices to manipulate humans into their bidding. If their machinations fail, they shift to their true form, and enter war at the head of a swarm of Hyypiö.
Monster Necromancer.png

STR: 12 DEX: 12 WIL: 14
HP: 10
Shapeshifter: Hahmonvaihtaja can perfectly copy the form of another being.
Claw: 2 attacks at 2d6 damage each.
Infernal Pillars: 3 pillars of fire, each with a 20' radius, form around the Hahmonvaihtaja. Anyone touching the pillars take 1d12 damage. Ranged attacks fired through the pillars are instantly destroyed. These pillars last until the Hahmonvaihtaja is killed or leaves the area.

Hyypiö
Hyypiö are accursed souls, dragged up from the Underworld at the behest of a Hahmonvaihtaja. The heavy clay masks chained to their faces glow with red firelight when provoked by Arcana.
Monster wraith.png

STR: DEX: WIL: 4
HP: 4
Rune of Command: The Hyypiö can copy and use the effect of any Arcana near it.
Death Wish: The Hyypiö will leap in front of attacks, taking the damage instead of the intended target.
Infernal Spirit: When the Hyypiö is killed, it creates an Infernal Pillar where it dies.
Flail: 1d6 damage.

Mulkkio
Mulkkio come from Happonuljaska, mutated from strange substances in the deepest parts of the sewers. Unlike the Happonuljaska's wide acid orifice, the Mulkkio's has constricted unnaturally, releasing not a sphere of acid, but a high-pressure, destructive jet. Luckily, this mutation stops Limanuljaska from seeing them as a leader.
Monster Lasershooter.png
STR: 10 DEX: 10 WIL: 6
HP: 15
Higher Pressure: Whenever a Mulkkio takes damage, they release a 30' long stream of acid in the direction the damage came from. Anyone hit by the stream takes 2d4 damage and loses 3 random items.
Acidic Jet: 2d4 damage and the target loses 3 random items.

Peitsivartija
Peitsivartija are tall, thin Hiisi machines with a broad wedge-shaped head. They hold a large railgun that fires foot-long metal spikes. 
Monster spearbot.png
STR: 10 DEX: 14 WIL: 10
HP: 10
Artificial: Peitsivartija are immune to poisons, mind-affecting magic, and disease. They take half damage from normal weapons (swords, guns), but double damage from electricity and explosions.
Railgun: 2d6 damage and drags the target 40' backwards. If they are dragged into a wall, they are pinned by the spike and must make a STR save to pull it out.

Salamurhaajarobotti
Salamurhaajarobotti are released into the sewers by the Hiisi to hunt for intruders. They are shockingly fast, and defended by a indestructible energy field.
STR: 10 DEX: 14 WIL: 10
HP: 10
Artificial: Salamurhaajarobotti are immune to poisons, mind-affecting magic, and disease. They take half damage from normal weapons (swords, guns), but double damage from electricity and explosions.
Energy Field: The Salamurhaajarobotti takes no damage from attacks hitting it in the front.
Beam Sword: 4d6 damage

Robottikyttä
Robottikyttä are unstoppable titans of metal, standing twice as high as a man and bearing a massive rotary cannon. The Hiisi use them to defend their most vital installations.
Monster Roboguard.png
STR: 16 DEX: 10 WIL: 10
HP: 20
Indomitable: The Robottikyttä's weight lets it crash through walls with ease.
Artificial: Robottikyttä are immune to poisons, mind-affecting magic, and disease. They take half damage from normal weapons (swords, guns), but double damage from electricity and explosions.
Active Countermeasures: When hit by an attack, the Robottikyttä releases a 20' plume of electrified smoke that lasts 3 turns. Everyone inside the smoke takes 1d6 damage on the Robottikyttä's round.
Rotary Cannon: 4 ranged attacks, each dealing 2d6 damage. Can attack different people.

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