Wednesday, March 15, 2017

AMERU-KA: Zillasaur!

Zillasaur
Type: Dragon
Size: Huge
Hit Dice: 18
Armor Class: 18
Attack: 2 Claws (2d4), Bite (3d8 + swallow).
Movement: 40′ (20’ swim)
Save: 8
Intelligence: Low
Alignment: Neutral
No. Appearing: 1d4
XP/CL: 1,800/19

SD—Immunity (sleep, paralysis, poison), Resistance (acid, fire).

Zillasaur are mutant monsters that haunt the post-Ragnarok wilderness. It is believed that these monsters are born from the venom of the dragon-god Nidhoggr and perhaps the flesh of the slaim Midgard Serpent. Whatever the origin, Zillasaurs are a terror wherever they dwell. In the wild, a Zillasaur is primarily a scavenger, eating just about anything it can get ahold of from roadkilla and garbage to all but the fiercest monsters and well-armed people.
Occasionally, powerful spellcasters and warriors can capture and tame a young Zillasaur, using the monster as a powerful and hungry mount. Such brave souls are true terrors of the wastes, though the feeding bill can be expensive. It is claimed that once tamed, a Zillasaur if an obedient and even affectionate mount, rarely leaving its masters side.
Zillasaurs can breathe a 30-foot cone of fire that deals 6d6 points of damage. A successful saving throw reduces damage by half.


These stats are made for use with the Blood & Treasure 2nd Edition RPG by John Stater. Its a fun D20 based game that has an old-school feel. Check it out!

Thursday, March 9, 2017

AMERU-KA: Landships


Land Tug seeking the Armadillo ruins.
Land Ship
Type: Construct
Size: Huge
Hit Dice: 60 (240hp)
Armor Class: 22 (DR 10)
Attack: Trample (4d10), crew weapons
Movement: 30' 
Save: 7
Intelligence: Non-Intelligent
Alignment: Neutral
No. Appearing: 1d4
XP/CL: 12,000/42

SA—Trample
SD— Immunities (Acid, Cold, Radiation), 

Land-Ships are large wheeled or tracked vehicles, powered by  Oldtech engines that require coal for fuel. They are widely used to travel the blightlands, deserts and Savannah of central Midgard. They appear to look like ocean going ships only with wheels to travel across land. Humans and Gnomes favor these vessels above all others, using them to explore, trade and for warfare. A number of Rust Hags with Goblin and Gremlin crews also make use of Land Ships, using them much like land pirates. These will function more like golems than vehicles, though they will need pilots and crew to function. These vehicles are shielded from radiation, and thus all crew and passengers who remain below decks or in the ships wheelhouse are not affected by radiation/negative energy.
These vehicles obey the Helmsman at the controls and take no action on their own. A minimum crew of 4 is needed to maintain a Land Ship and up to 8 additional passengers may be carried. These vessels can carry 200 tons of cargo and room for 350 tons of coal. Fuels consumption is one ton of burnable fuel per day of operation (or 1 ton per 2d8 hours for variable terrain). Market price for one of these vessels is 500,000gp.


These stats are made for use with the Blood & Treasure 2nd Edition RPG by John Stater. Its a fun D20 based game that has an old-school feel. Check it out!

Thursday, March 2, 2017

AMERU-KA: Rust Hag

Rust Hag
Type: Monster
Size: Large
Hit Dice: 7
Armor Class: 24
Attack: 2 claws (1d6 + rend), bite 1d8
Movement: 30′ (Climb 20′)
Save: 13; MR 15%
Intelligence: Average
Alignment: Chaotic (CE)
No. Appearing: 1 or 3
XP/CL: 2,100/9

SA—Magic use (magic-user spells, up to 4th level)
SD—Immunities (disease, poison, negative energy)
SP—Animate objects, grease, make whole, rusting grasp, speak with machines*.

Rust hags look like mechanical beings made of rusty, squeaking parts and dressed like a salvager. They are found in old ruins, abandoned bunkers and in places where junk accumulates. Rust Hags are obsessed with machines, seeking out bits of ancient technology and seeking to reactivate them for their own purposes. As they are hags, and thus kin to giants, rust hags are very dangerous beings, though they can be dealt with if approached from a position of strength. They eat humans and other races, enjoying the flesh of children and halflings most of all.
A Rust hag can create Scientific Items (see BnT page 244-247 for details), taking one day per 10gp of the sales price of a Scientific Item to craft that item. If hired to build scientific items, a rust hag will demand 10gp per day and room and board while working on these items. A rust hag will always have at least a few scientific items with her for trade. Roll 1d4 times on the “Science Items” list on page 244 to determine what items the hag has on her person.
In the lands of Ameru-Ka, rust hags can be found anywhere that old technology can be found. They are numerous in Maskinborg, and are greatly admired by the Sulfur Dwarves and Gremlins of that city-state. Many travel about in salvage Landships powered by old tech and magic and crewed by a motley crew of villains. Wicked dwarves, ogres, goblins and humans are their most frequent minions in such ships.


NEW SPELL

Speak with Machines*
Level: Cleric 6, Transmuter 6
Range: Personal
Duration: 10 minutes
You gain the ability to speak with machines, which relate to you who or what has touched them as well as revealing what their function is. This spell automatically reveals the function and means of operation of scientific items (See BnT Rulebook page 245 for details). 



These stats are made for use with the Blood & Treasure 2nd Edition RPG by John Stater. Its a fun D20 based game that has an old-school feel. Check it out!

Tuesday, February 28, 2017

AMERU-KA 300: Tree Hags

Tree Hag
Type: Monster 
Size: Medium 
Hit Dice: 9 
Armor Class: 22 
Attack: 2 claws (1d8) or bite (2d4) 
Movement: 30′ (Burrow 10′) 
Save: 12; MR 35% 
Intelligence: High 
Alignment: Chaotic (NE) 
No. Appearing: 1 or 3 
XP/CL: 900/10

SA—Magic Use (Magic User spells up to 3rd level)
SD—Immunity (poison, sleep effects, paralysis, polymorph and stunning attacks), Vulnerability (fire).
SP—Plant growth, speak with plants, wood shape.

Tree Hags are found in dense forests. They have skin resembles wood, black eyes, foliage like hair, and noses like a tree knot. Their clothes appear to be tattered brown cloth with small patches of dried leaves. A tree hag usually lives under large trees, using their powers to create large, elaborate homes that are far more comfortable than they will at first appear. All Tree Hags are accomplished herbalists, and can brew potions as an Alchemist (see Blood and Treasure page 58 for details), manufacturing acid, alchemist’s fire, oil and many potions and drugs. 
Though still dangerous monsters, Tree Hags can sometimes be found living in a sort-of accord with local villages. They prefer to force other races to do their bidding, terrorizing the locals for tribute of food, clothing, livestock or spare children (who they eat). In exchange, these hags will act as local herbalists and potion-makers, even occasionally teaching wilderness lore to local students. Tree Hags are often accompanied by Ogres (their husbands), Trolls (their sons), and plant monsters. Occasionally goblinoids such as Bugbears, Goblins and Hobgoblins will serve a Tree Hag as lackeys.
In the lands of Ameru-Ka, Tree Hags generally keep to wild stretches of wilderness and avoid the politics of other Hag and Troll societies. Most prefer small town politics of farm, field and family, and often rule over areas much like the classic mountain witch.


These stats are made for use with the Blood & Treasure 2nd Edition RPG by John Stater. Its a fun D20 based game that has an old-school feel. Check it out!

I saw Eternity the other night,
Like a great ring of pure and endless light
-- Henry Vaughan