New Release: Miscreated Creatures

Miscreated Creatures in Hardback (Lulu)

Miscreated Creatures in PDF (DriveThruRPG)

If we lived in a world without adventure games, I think I’d still have written a catalog of monsters. It’s something I’ve been doing all my life. At six I would challenge friends to give me letters or numbers so I could transform those shapes into monsters. At ten I absentmindedly doodled a creature on a worksheet, and the devoutly religious kid I was partnered with got scared because I had invited a demon into our schoolwork. When I was twelve I wrote and illustrated a series of superhero comics, but spent more time drafting a massive codex of colorful bad guys than I did writing stories. My creative energies are perpetually drawn towards horrible creatures, and now I’ve finally turned that preoccupation into 45 pages of the best writing I’ve ever managed to produce.

The book’s cover is another gorgeous piece from Ian Hagan. Each of the twenty monsters within are illustrated by Blake Holland, and laid out in a two page spread designed to maximize the book’s usefulness at the game table. The PDF version is available both in portrait format similar to the print book, and in a landscape format which fits each full spread on a single screen, or sheet of paper if printed out.

With regards to the print edition, please note: Lulu does not have the systems in place that would allow me to provide a free PDF with every physical purchase. I will happily provide complimentary PDFs to anyone who contacts me directly with their Lulu order ID.

What people are saying about Miscreated Creatures:

“I haven’t been that into RPGs in 2020 – imaginary peril is less appealing to me with this much real peril, I guess? But I just read that cover-to-cover.”

Eric Boyd

Collected advertisements:

Miscreated Creatures: Clackers

Less a race, and more a population of the diseased. Clackers are waist-height, with sticky purple skin, and an unpleasantly sweet smell. Needle spines grow down their backs, and their faces are skinless. From cheekbone to cheekbone, and midforehead to chin, their skulls are exposed. Their lidless eyes always open, even when they sleep. What little language they have is composed entirely of tooth-clacking.

Armor 14, Move 120’(40’), 1 HD(4hp), Attack by Weapon, Morale 8
Save as Halflings, Intelligence as Toddlers, 2d6 + 1 Appearing

  • Strength: Clackers can wield weapons and grapple as fully grown humans. They’re also exceptionally good at any straightforward physical task, such as climbing, or digging.
  • Spines: Each secretes a different toxin. As an attack, Clackers can remove one of their spines, and throw it up to 10’. This deals no damage, but requires a saving throw versus Poison.  
    1. Venom races through the victim’s body, causing instant atrophy wherever it travels. A random ability score takes 1d6 damage. On a 6, 1 point of damage is permanent.
     
    1. The victim’s muscles contract, locking their joints and arching their spine. The victim is unable to move for 1d4 painful hours.
     
    1. A dark purple cloud thickens in the character’s vision, leaving them blind after 1 turn. Once blind, their whole eyes will be a milky violet color.
     
    1. The victim’s tongue swells. They cannot speak or cast spells, and after an hour, must make Constitution checks each turn to continue breathing. Puncturing the tongue solves the problem.
  • Death: When killed, there is a 2-in-6 chance that a final muscle spasm causes a Clacker’s spines to pop off their body, flying in every direction. Fellow Clackers are immune to the poisons, by everyone else within 10’ must make a saving throw versus Breath, or be hit by a random quill. Characters with an unadjusted Armor Rating of 15 or better gain +2 to their save.

Four years ago, a peaceful traveler from another world wanted to make contact with humans. She appeared in a remote hamlet called Sulthen with the intent to befriend and educate the inhabitants, but she made a mistake. A crucial variable had been left out of her calculations for how our atmosphere would affect her biology. With her first breath of our air, she began to chemically immolate from the inside out. A foul smoke rose off her body, and all the children of Sulthen fell ill. Eventually, they became the first Clackers.

In the time since, those first few have grown their population by skulking into towns and villages at night. They creep into the rooms of children, and impale them with a special reproductive quill. Over the course of a few days the child will lose their ability to speak. Their skin will turn purple, their muscles will harden, and their face will droop listlessly. Eventually, their “parent” will return, tear off the initiate’s now useless facial skin and muscles, and lead the new Clacker out to join the herd. Within a month, they will be fully developed.

Clackers have an obsessive compulsion to take people apart. It’s about the only thing that can get a group of them sitting quietly and acting delicately. They are herbivores by diet. They don’t eat any part of their victims, they merely have an intense curiosity about the intricacies of living insides. They like to see how bone and sinew connect to vein and nerve and gut.

The creatures never stay in any den for more than a few months. They seem to migrate any time they find a new cave or clearing that suits their needs. Their abandoned hovels have thus proliferated rapidly through the area. The Clackers don’t build any structures or fires, but their camps are always marked by abandoned heaps of toys. They do not play with these, but are compelled to own them.

If a Clacker dies without releasing its spines, they can be harvested, and their venom will continue to function for 1d4 weeks. Each Clacker corpse produces 1d12 spines, one of which will be their reproductive spine.

The people of Sulthen, in an attempt to save their children, have begun to dig a hole. They believe the strange creature who appeared just before their children became diseased was a demon. Therefore, they have concluded that the only way to end the malady is to dig themselves down to hell, where they can return the corpse to the Devil, and beg his indulgence in restoring their children to them.

NES OSR Bestiary 4: Faxanadu

And here you thought I’d only ever played the NES’s greatest hits collection. Pshaw, I played my fair share of weird ones, and Faxanadu always fascinated me. (Even though I sucked at it). It has some of the creepiest, most inventive sprites of any game on the console. The game had this brooding atmosphere to it that has always stuck with me.

The Pendantrist

Draws strength from correcting you. Anything you say, it will find some technical error to comment on. Half the time its corrections aren’t even accurate. For each correction it makes, the Pendantrist gains 2 hit points, which can raise it above its normal maximum. The green bile that leaks from the creature’s mouth is liquid knowledge. If consumed, make a saving throw. On success, you gain some significant knowledge (perhaps represented by a skill point) If you fail, the slow transformation into becoming Pedantrist yourself will begin.

Creepin’ Goat

They sneak everywhere they go. Generally they’re a benign enough race, preferring not to be seen, but only as a matter of preference, and not as a means of conducting illicit activities. However, they do have a violent reaction to being perceived.  If you see one, it’s best to pretend you didn’t. If they think they’ve gotten away with being sneaky, they’ll continue to sneak off. If they think they’ve been seen, they will attack.

Toothcare Worm

In a time before proper dental hygiene, the Toothcare Worm is here to try and help us. He has an intense love of teeth, particularly human teeth. To him they are works of beauty, simultaneously religious and erotic. He has developed several devices, such as the toothbrush, toothpaste, and floss, and will teach anyone willing to listen about these things.

The Toothcare Worm is a generally amicable fellow, but hates being lied to about teeth. If someone tells him they’ve been brushing and flossing when they haven’t, he will know, and he will take their teeth away from them. Clearly, they are not capable of handling the responsibility.

Turkovik

Just before the alien ship ran out of power, the captain ordered her crew to download as much as they could about the world they were going to be stranded on. One of the most notable things they discovered while reviewing the information tapes was that humans love to eat a native creature that looks a great deal like they do–the Turkey.

Fearing the humans would kill and eat them as well, the captain ordered the whole crew to pluck their own feathers, exposing their pinkish flesh as an attempt to disguise themselves. They avoid humans whenever possible, as they are terrified of us, and will attack and kill out of that fear, rather than be taken to be roasted alive as they believe humans will do.

Parti Boi

While others merely enjoy parties, a PartiBoi is a party. They’re big tubby guys with huge mouths, who dance and clap around, and take a party with them wherever they go. A PartiBoi’s epistemology is entirely contextual. They know no language but the languages that the person they are speaking to knows. They don’t know anything about the calendar, except what reasons might exist for their celebration right now, at this moment. They have no craft or hobby, save for the ones that will promote good conversation with whomever they are with. Though their intentions are entirely innocent, there is a real danger that a PartiBoi will trap a person in a cycle of perpetual celebration that will leave them exhausted, destitute, or dead.

Bone Lips

Bone lips knows things. She’s a catalogue of the grizzly secrets that no sane person wants to know, but which adventurers sometimes need to know in order to get their job done. She’ll happily share, but only if you’ll let her have her way with your brain first. She likes to slide her tongue into a person’s ear, and probe every wrinkle  for some dark pocket of secrecy. She’ll share what she knows whether she finds something juicy or not.

The Capricious Batallion

You know those people who get weirdly uptight about the importance of “accuracy” and “realism,” in situations where those concepts have no bearing? Well, there’s a god like that. One day this god got really pissed off about the way children played at war. So he twisted their bodies with unnatural muscle, turned their sticks into swords, and their sweaters into chainmail. He filled their minds with hate and bloodlust, and organized them into a regimented body of troops.

Like anyone with a misplaced passion for realism, however, the god was strangely selective in his critique. He didn’t really develop the children’s minds at all. They’re still as unfocused and capricious as any children are, but with enough muscle and skill at violence to be  a real threat. He also gave them no goal, and so they wander around, killing and maiming whatever seems fun to kill and maim. Many have tried to assert some kind of control over the army, but any success is short lived, as the used-to-be-children quickly get bored and want to kill something else.

Kevin

He used to be a decent enough guy: quiet, never late for work, always polite to people. Then he turned 32 and it was like a switch got flipped in his brain.  He put on a robe, started insisting that he was a powerful sorcerer, constantly makes allusions to his ‘dark plans.’ It was offputting, but he still did his job, so people mostly just tried to ignore him.

What nobody realizes is that Kevin actually is spending his evenings attempting to summon a devil. Soon he will succeed, and manage to trade his soul for some of the dark powers he lusts for.

Outraged Obbo

Obbos have a rigid, traditionalist sense of morality. They are easily shocked by anything that might be considered inappropriate. They are also frail creatures, prone to heart problems. So even something as simple as seeing a woman wearing pants, or two men kissing one another, might be enough to kill an Obbo. Obviously, the Obbos themselves are not really much of a danger, as they can be easily killed with a string of mild cuss-words. However, killing an Obbo also causes it to stop excreting Liquid Euphoria while it sleeps. When the people who are used to enjoying that delightful tincture discover that their supply has been cut off, they may become predisposed to violence.

Miscreated Creatures: Arraku Arraku Arraku

One last peek into Miscreated Creatures. I hope you all have been enjoying these posts. As of now my life should be a little more under control, and I should finally be able to dedicate a more reasonable amount of my time to writing work. These last few months have really torn through my post buffer, and I haven’t been able to do much to replenish it.

Arraku Arraku Arraku

(Intelligent)(Unique)

AC 0, 8 HD + 32HP, Move 120’(40’), 1 Atk for 1d6, Morale 12
Head AC: 13

It is unclear if the body of Arraku Arraku Arraku is infinite, or merely surrounded with a complex series of undetectable portals. If one were to find her body and walk beside its length away from her head, they would find themselves back where they started before they found her tail. Yet they would detect no sudden change in the environment suggesting magical teleportation. And no one has ever stumbled upon her tail to begin with, ever.

Arraku Arraku Arraku (This is her name. To shorten it would not be her name. To call her by a name which is not hers would be a grave insult), is a snake-like creature with a flat, 5’ wide body. She secretes a sticky, viscous fluid which pools on her back to a 1” depth. She slides slowly through subterranean passages, her long body trailing behind her, never stopping even to sleep. She has an uncanny knack not to be noticed by anyone who isn’t actively searching the floor for danger. And anyone who carelessly walks over her back will be stuck.

Upon feeling the familiar tugs of struggle on her back, Arraku Arraku Arraku will fold back over herself, flipping her head onto her own back, and sliding along her length upside-down with her mouth open, ready to swallow whomever has succumbed to her trap.

  • If the lead character is not testing the floor when Arraku^3 is encountered, they will step on her back and become stuck. Arraku Arraku Arraku detects this, and her head will arrive in 1d10 rounds.
  • Hitting her body is as easy as hitting a rug on the floor, it’s an automatic success. However, any weapons used to attack her will become stuck after dealing damage, and can’t be used again.
  • When her head arrives, she will begin to twist her body back and forth, slamming any stuck characters into the walls and floor for 1d6 damage each round, + Save v. Paralyzation to avoid losing hold of any held weapons or items. If there are other characters in melee range, Arraku^3 may attempt to hit them with their companion using an attack roll. On success, 1d6 damage is dealt to both characters.
  • Once a stuck character is properly subdued and weaponless, Arraku^3 will slide forward and distend her jaw to swallow her victim whole.
  • If she is so inclined for whatever reason, her breath neutralizes the sticky substance on her back, so she can free any stuck characters by breathing on their feet, which is accompanied by an overpowering peppermint scent.

Whomever delivers the killing blow to Arraku Arraku Arraku is granted immunity to the next sticky trap they encounter, be it a web, or some other goo. The character can walk through it as though it isn’t even there.

Upon her death, the sticky goo will become inert and watery. It will overflow onto the floors as her body becomes a brown and withered husk. So brittle it will break under any pressure. But even in death, you’ll never find her tail.

Miscreated Creatures: Buzzbeard

Another entry from Miscreated Creatures:

Buzzbeard

Armor 15, Move 120’ (40’), 4hd , 2 Antennae 2d4, Morale 9

Some gods really aren’t supposed to be creating anything. It’s beyond their purview. But, like us, sometimes the gods break the rules. The Buzzbeard should not exist. The god that created them should never have made any creature, but he defied that dictate of the universe, and, predictably, an abomination resulted. The god was destroyed in the act, and forgotten by all who worshiped him. Only the Buzzbeards remember his name, and only as a foolish, arrogant sinner.

There are 18 Buzzbeards in total, and everything about them is grotesque. As though they were made to intentionally flout any sense of aesthetics. Their rudimentary language is composed entirely of croaking, and the buzzing of their insect-wing beards. They smell of mildew.

  • With its eyes glowing a dull red color, the Buzzbeard can mark everyone in a 60’ arc each round. No save is allowed unless a character is already behind partial cover, in which case they may attempt a save versus Breath to avoid being marked. Marked characters glow the same shade of dull red as the Buzzbeard’s eyes, including their clothing and any equipment they have. This glow illuminates up to a 60’ radius, and requires that an additional encounter die must be rolled every exploration turn per marked character. The mark will disappear if the character is touched by natural sunlight.
  • Buzzbeards always know where everyone they’ve marked is. They will ambush marked characters at the most inopportune times they can.
  • The Buzzbeard has four antennae-like appendages on their heads, which function like spears. These appendages attack in pairs, and a pair deals 2d4 damage. On a successful hit, if the antennae deal 4 or more damage, they become lodged in the target and cannot be removed without dealing an additional 1d8 damage.
  • The Buzzbeard’s main goal is to spread disease via its bite. But the shape of its face makes biting difficult. Once the creature is attached to their prey via their lodged antennae-spears, they can make a bite attack at +2. The bite deals no damage, but requires a save versus Poison. Once they’ve successfully bitten, they will dislodge themselves and retreat until they can attempt to surprise their prey once again. Characters who fail their save gain a disease called Yellow Flux.
  • Yellow Flux causes a banana-yellow pus to ooze from the bite wound. Every day after the bite the character should randomly determine one ability score, and permanently lose 1 point from that score, and must save versus Poison a second time. After the first failed save, the flow will increase and the ability score loss will increase to 3 a day. After the second failed save, the pus will begin to spray from the wound like a firehose, with enough force to knock someone off their feet. This process is excruciatingly painful as all of the fluids are drained from the dying character’s body. After a minute or so the spray will stop, leaving only a dry, withered husk behind. Cure Disease is sufficient to end the process. It is also worthy of note that the pus itself is absolutely delicious. It can be enjoyed plain, mixed with salt or liquor, and it’s also a superb marinade for both chicken and pork. (This is why the disease is sometimes referred to as “sweet flux”)

Buzzbeards are intelligent, but their intelligence is broken. They were created knowing everything that they can know. While their range of knowledge is impressive, they can never learn anything new. They might be able to understand a sentence, and they could respond to it, but they would be unable to repeat it.

One of the most important things they know that a Buzzbeard should always be the supreme being in its own environment. This is why two Buzzbeards will always retreat from one another, in acknowledgement that neither’s supremacy should be challenged by the other. There is a fairly exhaustive list in their minds of which creatures are greater than them, and which creatures are lesser. Humans, Dwarfs, and Halflings are most certainly superior to Buzzbeards, which is why the presence of humans is so enraging. The presence of a human forces the Buzzbeard to be an inferior creature. Elves, notably, are considered an inferior creature and may pass through a Buzzbeard’s presence peacefully.

If two Buzzbeards are forced into the same environment, they will tear each other to pieces. If a Buzzbeard can somehow be tricked into looking directly at the sun, a fire ignites within its brain, and it immolates from the inside out.

Whomever delivers a killing blow to a Buzzbeard will briefly know the location of every other Buzzbeard in existence. There are only 18 total, and they all live and hunt within a 15’ mile radius. Likewise, each of the remaining Buzzbeards will know the face of the creature that slew one of their number.

Miscreated Creatures: Revisiting the Rotocula

At some point, as a young college student, I heard some quote or other about how it was impossible for humans to imagine a truly unique creature. All the various mythological beasts are just combinations of different animals: the head of a this, the body of a that, and the tail of another thing. I don’t recall where this quote came from. It might have been something Rene Descartes said while trying to provide rational evidence of god, but google isn’t backing me up on that.

Regardless, as a young man who had always prided himself on his ability to come up with new creatures, I took this as a challenge. Could I come up with a body part for a creature that had no analogue in the natural world?

After some thought, I came up with an orb which would spin in a fleshy socket, allowing a creature to roll on a kind of organic wheel. I was proud of myself for the originality, despite failing to actually disprove the proposition. All I had really done is take an eyeball, sever the optic nerve, and make it a foot. I could claim creativity, but not originality.

Anyway, the idea stuck with me, and five years ago when this blog was just starting to hit its stride, I used the idea to create a sexually dimorphic creature called The Rotocula. The Male Rotocula was my 11th entry in the Merciless Monsters series, and the Female Rotocula was the 12th. Both are dragged down by being Pathfinder monsters. Lots of pointless statblocks and mechanical information, without any real life to them beyond a clever idea.

When I got started on Miscreated Creatures, I knew I wanted to revisit the idea to see what could be done better. Here is the result:

Rotocula (Female)

(Unintelligent)(Solitary)

Armor 12, 10 HD + 35 HP, Move 420’(140’), 1 Atk for 1d12/Xd6, Morale 9

Rotocula are a sexually dimorphic species. The females and males have significant differences in their anatomy, requiring separate entries for the genders.

Female rotocula appear to be an elongated lump of sagging blue skin, with a head on one end and a short tail on the other. On its back is a white diamond shape, matched by the white underside of the tail. The female rotocula has a vertical mouth which completely bisects its head, and can be opened wide enough for the tongue and tonsils to be in front of the teeth.

Rotocula move on a set of wet, rotating orbs. Alzazi the Bloody Hand, a wizard who captured and dissected a number of these creatures, wrote:

“These strange appendages–I hesitates to term them ‘feet’–are not (as heretofore suspected) completely unique. Upon vivisection, it cannot be ignored that these spheres closely resemble an organ found in our own bodies: the eye. Without the binding tassel of the optic nerve, it is allowed to roll freely, lending the creature a remarkable level of speed and silence of movement, but denying it the ability to travel outside the flatlands of its home.” -Alzazi the Bloody Hand, Archmage of the First Rank, from his seminal work, “Aberrant Anatomy”

  • Female rotocula prefer to attack victims which are fleeing by keeping pace with them, and moving forward to envelop them in their jaws. On a successful attack roll, the target takes 1d12 damage and is swallowed whole. (Standard swallowed whole rules apply)
  • If the female rotocula’s prey is standing still or moving towards her, she tends to clumsily slam into her target with force. On a successful attack roll, this deals 1d6 damage for each 30’ of movement traveled this round to both the target and the rotocula. (1d6 if the rotocula/target moved 30’ this round, 2d6 if they moved 60’, etc.)
  • Due to their high rate of speed, poor stopping power, and leading with the soft tissue of their mouths, female rotocula take x4 damage from weapons which have been set to receive a charge, and have a 5-in-6 chance to break any such weapon into pieces.
  • Female rotocula have a 5-in-6 stealth skill for the purposes of moving silently over flat terrain. If they must also hide from visual detection while moving, their stealth skill is only 1-in-6.
  • While the female rotocula is perfectly adapted to movement through the flatlands of its home, any kind of rough terrain provides a significant obstacle. Underbrush or trees do not hinder them, but any attempt to enter rocky terrain puts them in danger of getting stuck without purchase for their ‘wheels.’
  • The first time the referee would normally roll the female rotocula’s morale, she instead raises her tail and bellows a mating chirp that echoes loudly. There is a one-time chance that there are male rotocula nearby who will respond to the call and come defend their potential mate. Roll 1d20:
    • 1-13: No male Rotocula nearby.
    • 14-17: A single male rotocula comes to assist in 1d6 rounds.
    • 18-19: Two male rotocula come to assist, roll 1d6 for each.
    • 20: Three male rotocula come to assist, roll 1d6 for each

Whether or not any male rotocula are around, the next time the referee would check for morale they should do so normally.

While there is a kind of skull on each side of the female’s bisected head, only one side has a brain. Which side varies between individual specimens. There is a noticeable visual weakness from the eye on the non-brain side. It only vaguely sees hints of color and motion. If the weaker visual side is identified, it could be exploited by characters wishing to slay or trap the creature.

When mating, the female opens her mouth to its maximum degree. The male must place his snout in her throat. Once the act is complete, the female’s jaws snap closed, killing her mate.

While not ‘minions’ per se, it is notable that female rotocula don’t view insect people as prey. Often, small groups of insect people will climb on the backs of a rotocula to spend days feeding on the parasites that live there. If the rotocula is threatened while they are present, they attack with bows or by spitting acid.

Rotocula (Male)

(Animal Intelligence)(Solitary, or Mounds of 1d4 + 1)

AC 16, 6 HD, Move 360’(120’), 1 Atk for Xd8, Morale 7

Male Rotocula have sagging, reddish-brown skin. When they draw their three trunk-like legs up inside their bodies, it’s easy to mistake them for a pile of mud or dirt. They spend much of their time concealed like this, waiting for prey to wander into their territory. When they spring up, they move by rolling the three spheres at the end of their legs, much like the female does. Allowing them to move incredible speeds over flat terrain, but limiting them significantly elsewhere. The male’s mouth, filled with yellow teeth, is at the end of a fatty snout appendage dangling from beneath its body.

  • Characters who do not notice a hiding male Rotocula have a 4-in-6 chance of being surprised when it attacks.
  • Rotocula have a 6-in-6 stealth skill for the purposes of moving silently over flat terrain, or disguising themselves as a pile of dirt. If they must also hide from visual detection while moving, their stealth skill is only 2-in-6.
  • Thanks to their legs, male Rotocula are less hindered by rough terrain than the females are. They can move up to 90’(30’) in any terrain which they cannot reasonably roll through.
  • Male Rotocula attack by slamming their heavy bodies into targets, dealing 1d8 damage for every 30’ of movement between themselves and their target at the start of the round. (1d8 if they must travel 30’ to attack, 2d8 if they must travel 60’ to attack, and so on, to a maximum of 4d8). A successful hit roll is required for this attack to succeed.
  • Due to their high rate of speed and poor stopping power, male Rotocula take x2 damage from weapons which have been set to receive a charge, and have a 5-in-6 chance to break any such weapon into pieces.

Duchess Annabelle Drocellia, a student of the anatomical sciences, once successfully removed the creature’s brain and most of its internal organs and rode it around from the inside like a kind of carriage by pulling at the creature’s various ligaments. The body quickly atrophied and ceased to function further, and her notes on her methodology are spotty. But it is theoretically possible to turn the male’s corpse into a kind of rudimentary automobile.

Miscreated Creatures: The Ugly Thing

Remember that monster book I’ve been writing for like…five years now? I’ve mostly been playing it pretty close to my chest, but I don’t have time to get a proper post written, so lucky you, here’s one of my monsters. I hope you enjoy it.

And now I’m writing a second introductory paragraph, because I really want to alight that image to the right, given its dimensions, but the header refuses to alight properly, and it’ll just be easier if I make up something to go in this space.

The Ugly Thing

(As intelligent as a severely developmentally disabled human)

Armor 14, Move 120’ (40’), 4 Hit Dice, 2 Bites 1d8, Morale 5

Its eye is too big, it has too many mouths, it produces a rancid smell and a variety of strange fluids from incorrect places. This thing is an ugly thing, and no one could ever love it. That is the strongly held belief of The Ugly Thing, and much as one might be moved to pity its body image issues, you’d be hard pressed to come up with a convincing counter-argument.

  • The The Ugly Thing is obsessed with the forms of beautiful humans, and expresses this obsession through taxidermy. It’s probably the foremost expert on human taxidermy in the world, but even still the process is ugly, and never really produces perfect results.
  • The creature can temporarily alleviate its self loathing by shrouding itself beneath an illusion. Each of these false forms matches the appearance of one of the taxidermied humans back in its lair, complete with lumpy skin and stitches. Given the odd appearance of these forms, anyone specifically paying attention to The Ugly Thing within 15’ can automatically disbelieve the illusion. Anyone standing further away must make a save versus Magic. Because of the ease with which its illusions can be shattered, The Ugly Thing does its best to avoid attention when it moves in public.
  • If discovered, the The Ugly Thing will charge, spinning its arms like windmills. Hollows in its jaws cause a eerie, high-pitched whistling sound that strikes hard at the fear center of the human brain. Any human NPCs must make an immediate loyalty check or flee.
  • When attacking from surprise, the The Ugly Thing gets a +4 to its attack roll, and deals x4 damage.
  • In addition to normal damage, the creature’s right arm deals 1 point of Intelligence damage on a successful hit, and the left arm deals 1 point of Wisdom damage.
  • Anyone struck by both hands must make a save versus Poison as the creature’s venoms combines within their system. On failure, their brain begins to heat up. Veins bulge, and the character seizes for a few rounds before falling unconscious for the next hour. In this state, it’s easy to drag them off to become their attacker’s next taxidermy project, if they’re attractive enough to deserve it.
  • By focusing its eye on a location for 1 round, the The Ugly Thing can teleport to that location.

A wizard with more money than charm or sense wished to make a perfect mate for himself. A demure creature of radiant beauty. Instead The Ugly Thing crawled from his vats. A being cursed with strong aesthetic sensibilities, but no aesthetic beauty of its own.

The Ugly Thing killed its ‘lover’ when the wizard decided to put his monstrosity out of its misery. In an emotional frenzy, the poor creature then used the wizard’s laboratory to haphazardly summon a demon and beg for beauty. But The Ugly Thing is a stupid creature. It did a poor job of its summoning, and if its plight had not so amused the demon it might have been destroyed. Instead it was given its strange powers. Given the ability to wear whatever beauty it could steal, but only unconvincingly.

The Ugly Thing inherited its lair from its creator, filled with poorly tended magical oddities. Most of these have withered, or rotted, or run out of fuel in the years they’ve been left untended. In their place are dozens upon dozens of taxidermied humans, the menagerie of forms The Ugly Thing may take. The lair is a building in the midst of a thick copse of buildings. The doors and windows beneath the 3rd floor are fakeries, and the only access is via a secret door 3 blocks away, which leads into a tunnel. If found, the contents of the lair will resolve dozens of local missing persons cases.

At some point the The Ugly Thing met the Xepolon, who felt some pity for this lesser being whose very existence was like a cruel cosmic joke. Xepolon crafted a pair of mechanical wooden hands of remarkable quality, which The Ugly Thing could operate with its twin mouths. They are delicate contraptions, kept in a velvet lined box in The Ugly Thing’s lair. It wears them only to perform its taxidermy. In exchange for a few private tasks, the Xepolon also gave The Ugly Thing a pair of its 3 ½’ tall wooden automota, to assist it in the activities of daily living.

If any of the PCs have a Charisma score of 15 or higher, and aren’t an uggo for some reason, The Ugly Thing will covet their beauty. It will attempt to capture them and drag them back to its lair, where it can kill them and taxidermy their fresh corpse. If all the players’ Charsimas are lower than that, The Ugly Thing will have no particular quarrel with them. It may even be willing to deal magical oddities in exchange for subjects of exceptional beauty.

Unsurprisingly, Charisma is important to the creature. It has 4 Charisma itself. 1 point of Charisma damage dealt to the creature translates into horrible physical and psychological harm, dealing 20 points of hp damage. If its Charisma is somehow raised to 15, then the failures of the wizard are undone. The creature transforms into a beautiful and demure… (1-5. Man, 6-10. Woman 11-12. Hermaphrodite)

The mechanical hands of The Ugly Thing are superb quality treasure, and if a character replaces their own hands with the wooden ones, it will improve their dexterity by 1. The hands are lacquered and resistant to fire, though if the character takes more than 10 damage from fire, they’ll have to make a save versus Paralyzation to protect their hands.

Whomever makes the killing blow against The Ugly Thing briefly inherits its obsession with its own appearance, which affects their morale for good or ill. The character adds their Charisma modifier to their attacks for the next week of game time.

 

NES OSR Bestiary 2: Ninja Gaiden 2

I realize it might seem odd to jump straight to Ninja Gaiden 2. What about Ninja Gaiden 1? Well, the first game was good, but I didn’t grow up with it. I didn’t even play it for the first time until I was an adult. For whatever reason, I only got NG2 as a hand-me-down from my uncle, and I spent countless summer hours holed up in the cool basement, playing this game on the old color TV my parents had left down there. The one with woodgrain siding, that you turned on by twisting a knob.

Plus, Ninja Gaiden 2 is just the objectively superior game.

CroMagMan
In the early 2000s, the Geico car insurance company engaged in a little ill-fated bio-advertising. They tried to engineer a small army of their “cave men,” for use in sales events. They did not take into account just how violent their creations would be.

CroMagMen are the ubiquitous mercenary tough-guys of the future. They’ll take on any job, just so long as you don’t mind how violent they get while they’re doing it.

When dealing with a CroMagMan, expect them to ask at least a few questions about your car insurance.

BeetleBoi
When a barrel full of beetles is boiled in the blood of of a boy, a BeetleBoi is born. The process only takes a few hours, until the blood has been reduced to a thick sludge, and the horrid little creature can be safely fished out.

They’re hunched creatures, standing about waist-high to a full grown adult, and covered in a glistening black shell. Their forearms are just long sharp exoskeletal blades, which they tap along the ground in front of them, making a click-click-click sound as they approach.

BeetleBois are blind. They don’t have particularly good hearing, or much of a sense of smell either. They get around by tapping their forearms. They do have one strong sense, though. They know where the nearest sources of blood are, and will move quickly to tear open and consume any bloodbags they perceive.

Vommo
Nobody loves Vommo. Even Vommo’s mother left him in a dumpster when he was 6 months old, because she couldn’t take the smell of him anymore. It is not Vommo’s fault that he sweats vomit out of his pores.

A lifetime of solitude on the streets has robbed Vommo of whatever mental faculties he may have been born with. He’s a sort of pathetic, foul-smelling simpleton. He deserves nothing but compassion, though you should try never to be alone with him. If he thinks no one will protect you, he’ll wrap you in a big bear hug and force you to smell him. It’s an obsession; half cry for attention, half fetishistic sex act. More than one person has been crushed to death by Vommo’s mighty hug.

Gota Getchums
A failed attempt at genetic resequencing left Gota both highly suggestible, and intensely, passionately, insatiably violent. Gota doesn’t have any sexual organs left anymore, and the “squish” sound your brain makes when he smashes your head in with a club is the most satisfaction he gets out of life.

He prefers to rush in and get his kills quickly, because as soon as people start talking, he gets confused. Gota will more or less obey any command or request uttered in his presence. He literally confuses any such statements with being his own thoughts, and it takes him a few moments for his own identity to reassert itself.

Überthought
A group of amoral (and frankly, stupid) scientists thought they might be able to make a lot of money if they found a way to combine different creatures into the perfect murder-soldier. The Überthought was the furthest they got before they ran out of funding.

It’s a man, with the head of a jackal, the hands of a Hook Horror, and the spine of a Dire Armadillo. It’s an insanely wasteful concoction, considering that at least one of those animals had to be genetically engineered before it could be harvested for parts.

Compliment Fisher
This resolutely cheerful chap somehow finds a way to take just about everything as a compliment. If you attack it, it takes pride in being considered enough of a threat to warrant violence from you. If you insult it, it knows you’re only doing so because it managed to make you feel something. The damn thing is infuriatingly cheerful, and honestly there’s no reason for you to hate it or want to hurt it, but fuck if that kind of relentless optimism doesn’t grate on the nerves.

The easiest way to kill a compliment fisher is to feed it as many sincere compliments as you can manage. The more you stroke its ego, the larger its head will become. Eventually, its neck won’t be able to support the weight any longer, and the creature will crumple under its own weight.

No-Grandma Jones
Ya know how your grandma was always complained that you were just “skin and bones” right before she started feeding you like some kind of creepy fat fetishist? Well No-Grandma Jones is literally that. Skin, bones, and nothing else.

Every one of his movements is uncomfortably fast. He is obsessively competitive as well. If he sees you do just about anything, he’ll make sure to let you know that he can do it better. He frequently challenges people to duels, or to place bets, over just about anything conceivable. If no better options present themselves, he’ll just challenge you to a duel.

No-G is a gracious winner, but gods help you if you win.

Muscleboys and Musclegirls of the Cult of the Horned Serpent
Remember in the 1982 Conan the Barbarian (unquestionably the best film of all time),  where the king refers to Thulza-Doom’s cult as “Just another snake cult?” This is another one of them.

The Muscleboys and Musclegirls are stolen from their parents at birth, and raised with only two principals. The first is strength. They lift wheels and push weights for hours every day, building their bodies up into rock-solid death machines. The second is oral sex.

Specifically, the Muscleboys and Musclegirls have oral sex performed on them frequently by the cult’s most attractive priestesses and priestos. Furthermore, they’re told that this pleasure is a secret ritual, not known to anyone outside of the cult. A gift from their snake god, to its loyal followers.

Unsurprisingly, this makes the Muscleboys and Musclegirls very loyal, and very willing to murder anyone who threatens their beloved blowjobs and cunnilingi.

Little Rethorbs
Whenever a teenager dies, if they had a younger sibling who is now the oldest child, then something of that sibling dies as well. Their essential “younger sibling-ness” is lost to the ether, flows into the earth or out into space, or, on occasion, forms into a Little Rethorb.

Little Rethorbs think you’re really cool, and just want attention. Once they latch on to a person, they will hop around, being loud, jibbering constantly, and getting in the way until they are killed.

If humored for an extended period, they will gradually calm down, and may even become useful. After about a year, they might learn not to be so noisy, or to speak so constantly. After three or four years, they might even become helpful companions.

But, for real, what kind of adventurer would tolerate that shit for that long? They’re just gonna stab it and move on.

Senoj Darb
An insufferable snob with a fish-like head, no eyes, and dozens of snake-like bodies. Senoj is a critic of absolutely everything it encounters, and somehow manages to find everything wanting. Your swordfighting style is too plebeian, your singing is off key, your paintings are bourgeois.  Anything without 6 layers of irony to it is hack.

Normally this would just be annoying, save for the fact that Senoj is able to summon Spheres of Annihilation to destroy whatever it deems unworthy.

NES OSR Bestiary 1: Dragon Warrior

The amount of time I’m able to devote to writing has been dramatically cut back for the next few months. More or less this is actually good news for me, but it does make keeping up with the blog bit more difficult. So, I thought this might be a good time for a nice simple little series.

Like many people my age, the NES was a pivotal part of my childhood. It shaped my perceptions of concepts like fantasy, adventure, and good game design. The bare-bones nature of everything from the graphics to the narrative to the sound left a lot of room for my imagination to stretch itself as it filled in the blanks. So, I figured it might be fun to pick four of those games that are particularly meaningful to me, and turn some of their enemies into OSR monsters.

Of course, there’s a certain innocence to many of these, which presents a bit of a creative challenge. By “innocent,” I don’t mean that they’re kid-friendly, I mean that they were created in a time before many of the foundational monster types had become too cliche to bear. In an NES game, skeletons, bats, and dragons were all still novel ideas, if only because the medium itself was novel.

Fortunately, I’m not boring enough to try and write faithful adaptations of these monsters. I’m just going to get weird, drawing on my own childhood interpretations of what these sprites represented, and filling in the rest with whatever oddity I can come up with.

Bouncery Boos
Teardrop-shaped creatures, with smiling faces and rubbery skin. They are extremely talkative, and very friendly. Many people “de-claw” them using a set of heavy garden shears, and keep them around as a sort of pet.

Friendly as they may be, though, they really want to bathe in your blood. See, anytime they douse themselves in blood, they grow bigger, and it feels really good to grow bigger. Really REALLY good. They love bouncing just right so that the spike on their head plunges deep into some friendly person. Then the warm goo flows out. It flows all over them, and they can feel little explosions of pleasure inside them as they absorb the blood and their bodies swell larger.

Drakee
A draconic period. Each month, when a female dragon menstruates, a flock of unfertilized Drakees are expelled from her body.

Drakees are angry little creatures, who feel they’ve been denied their right to be dragons. For many years, draconic mothers had to be extra protective of their young, because Drakees liked to murder baby dragons out of jealousy. Eventually, the dragons spread a rumor that if a Drakee killed 10,000 humans, they would become a dragon themselves.

The rumor effectively focused the Drakee’s rage away from dragon youth, and onto humans. If any Drakee gets too close to the 10,000 mark, an elder dragon will quietly have them killed, to prevent the conspiracy from being revealed.

Spell Bundle
Careless magic users sometimes allow spells to slip out of their minds, uncast. Maybe it’s been a long day, and you just never needed that Fireball, so you go to sleep. When you wake up the next morning, your mind is empty, and ready to be filled with new spells.

These lost spells wander the ether at random, eventually meeting up with other forgotten spells. A school forms, growing larger and larger as new spells latch on to it, until the whole group coalesces into the form of a robed figure. The only goal of the Spell Bundle is to find some appropriate circumstance in which each of its many tangled spells can be cast, until there’s nothing left, and the robed figure dissipates away into nothingness.

Walking Wall
A favorite construct of powerful wizards. First, they need some structure made of bricks, such as a wall, a bridge, or a tower. Once enchanted, this structure can rearrange itself into a large humanoid shape.

Walking Walls travel with the wizard, serving as guardians. Whenever then need arises, a command word will cause them to rearrange their bodies back into structures. The specifics of the form they return to can be tweaked, but they cannot become a different sort of structure. So, for example, a creature made from a straight length of wall can become a circular wall, but cannot become a tower.

Exiled Seabrain
In water, Seabrains are polite and peaceful intellectuals. However, when one of their kind has committed a particularly hateful crime, they are banished to the surface world, and condemned never to enter any body of water again. This seems like an unenforceable edit, and yet no exile ever seems to disobey it.

Deprived of their natural environment, Seabrains become obsessed with the water inside living creatures. They go on an apologetic rampage, tearing apart any creature within range of their powerful psychic abilities. They continue on in this way until they are killed, or until they finally die of exposure away from the water. An Exile can sometimes live for months before finally succumbing.

Boner
These particular skeletons come from the corpses of self-hating fat people. After a lifetime of being blamed for the person’s insecurities (“big boned,”) these bones have come to find flesh and meat deeply offensive. They particularly hate fat people, but really anything with skin is disgusting to them, and must be purged. They are almost religious in this zealotry.

Phloato
A bulbous creature, which can inflate its body with helium, and float on the wind like a balloon. Despite being composed of mostly empty space, Phloatos are somewhat intelligent, and even capable of human speech. They’re insufferable to talk to, though. They think absolutely everything is boring, and make snide comments about anyone who expresses sincere emotions.

A Phloato’s tendrils are dangerously radioactive. Avoid letting them touch you.

Heralds of the Next Empire
These bear-sized, scorpion-like creatures have traveled from an alternate version of our world. They are the heralds of an empire which will someday extend its boarders into our reality. This is not a question of “if,” only of “when,” and the heralds are here to ensure the transition is smooth.

They do not speak, and are not particularly violent. They merely travel our world, plunging their stingers into everyone they meet. If they encounter no trouble doing this, then they will move on. If their stinger is deflected, they’ll use their powerful claws to hold the victim down. If the victim puts up too much of a fight, it might be better just to tear them apart rather than deal with it.

If a person survives being stung, then within the next few days they will realize they now speak a new language. The language isn’t spoken natively anywhere in our world. Only those who have been stung understand it.

Laughy Jims & Jills
Likes to say shitty things to people, and always defends themselves by claiming it was “just a joke,” or insisting that the offended party needs to “get a sense of humor.” Laughy Jims and Laughy Jills are notorious for being able to dish it out, but absolutely can’t take it. If you say anything to bruise their fragile ego, they will immediately become belligerent, and possibly even violent.

The creature attacks using its body as a club. They’re honestly pretty bad at fighting, and will often just get in a few hits, then fly out of range and declare victory. If you can’t reach them, it must mean that they win, you pathetic, ground-bound loser.

How I Construct Dragons

Last week, I intended to write an explanation of how I run dragons in my games. I started the post with a little preamble about what I think the current state of dragons is, and what I don’t like about it. Somewhere around the 900 word mark, I realized my preamble had become an impassioned essay all its own. So I opted to split the post into two parts: the angry rant, and the sober rules discussion.

Welcome to the boring half of that split.

Most encounter tables I use have 2d6 possible encounters on them. On on every one of those tables, a result of 2 means the party has encountered a dragon. Because dragons are like any other kind of vermin: they can survive just about everywhere, and you’re never really going to get rid of them entirely.

The formula for a dragon has 8 parts. There’s description, hoard, toll, statline, breath, spells, minions, and specials.

The Description is a few sentences (3 or 4 max) which can be read at the table to give the referee a snapshot of who and what this dragon is. Usually I try to include a little physical description, and some details about personality.

For physical descriptions, I assume anyone reading has a basic sense of what a dragon looks like, so I limit myself to describing deviations from that norm. More relevant than appearance is personality. What drives this dragon? Do they have a particular love, hate, or desire? Give the referee something to work from while the dragon is conversing with the PCs.

(I say “the referee” as if anybody but me has read these. I do plan to publish my dragons someday, but so far they’re just my personal game aides).

As a sample, here’s the description for Grogund the Mammal:

Shaggy grey fur, a long snout, and deer antlers. She is doubly cruel to humans to mask her own insecurities about being a non-reptilian dragon.

Each dragon’s Hoard is unique. They’re not all sitting on heaps of gold. Why should they? What special significance should gold have to them? It’s not like they’re ever going to spend it, or that they need it to survive. The way dragons assign value to objects is based on a logic completely removed from human economics. Indeed, what a dragon values may seem like trash to us.

Of course, like any narcissist, dragons seek the adoration of others. Not just for their raw power, but for their fine taste. So, often, dragons do hoard objects others would consider to be of great value. But even then, it’s not necessarily going to be gold. Grogund, for example, hoards fine rugs. She rests upon a nice soft heap, and has plenty of minions meticulously cleaning her rugs day and night to keep them in beautiful condition.

The Toll of dragon is the cost of having a nonviolent encounter with them. They expect tribute, and will punish anyone who thinks themselves too good to offer it. Generally speaking, a toll will be something the dragon could add to its hoard. So, for Grogund, anyone who meets her must offer a rug, or meet their doom.

It is a quirk of the draconic psyche that that must accept an appropriate toll if it is offered. A mildewed old bathroom rug would be an insult to Grogund, but she would accept it none the less, and allow those who offered it to pass her unmolested. Of course, insulting a dragon may be fun, but it carries its own consequences.

Remember, that if a dragon leaps out in a surprise attack, you may not have time to offer them a toll before they eat you.

Note also that paying a dragon’s toll only entitles a person to turn around and walk away. If the dragon is pleased with the toll, they may be willing to converse, but they will still spring to attack if the toll payer offers any insult or encroachment.

The Statline for dragons is just a basic statline. Armor Rating, Movement, Hit Dice, Attack, and Morale. Normally I wouldn’t bother talking about this part too much, because it’s pretty boring and you already know how to do it. But, for dragons, I do have a very particular set of guidelines for how I put the basic stats together.

Armor Rating tends towards the mid-to-high end. Between 15 and 19 most of the time. Morale tends towards the low end, with 5-8 being average. Dragons are tough to hurt, but cowardly if they feel at all disadvantaged.

Weaker dragons will have around 7 Hit Dice, with the average being around 10 or 11, and tougher dragons having 16 or 17. Of course, there’s no reason you can’t throw together some 30hd dragons for higher level players, but there’s also value in letting players outpace dragons if they reach such loftily high levels. Dragons being scary should not be an inviolate, sacrosanct part of the game. If the players become badass enough, it’s okay for dragons to become less threatening. They can be replaced by other horrors.

For Movement, I just pull directly from AD&D. Dragons are typically fairly slow on the ground, with a speed of 90′ (30′). Of course, they often have flying, or some other type of unusual movement speed (swimming, burrowing, climbing, etc) with which they are much faster. 240′ (80′) is my baseline for their second type of movement.

The two types of movement at different speeds are useful. On the one hand it makes it much easier for players to flee when the dragon is stuck on foot. Most adventurers are going to be able to outrun a dragon in the corridors of a dungeon. However, if the players make the mistake of going into an open area, where the dragon can use its secondary movement, they’ve got no chance. You’ve gotta have mad runaway strats, son.

Finally, most dragons have 3 basic physical Attacks. Two claws that each deal a single die of damage, and a bite which deals multiple dice of damage. That’s the baseline, but there’s a lot of room for variation here. Some dragons have more than the usual number of claws, and so more attacks. Some have powerful tail swipes or horn gores that are more worthy of mention than their bite. The baseline only exists for those instances where no better ideas present themselves.

The Breath of a dragon is its signature. I try to be as creative with these as I can. I have my fair share of fire breathers, of course. To some extent, such traditions have to be maintained, so that deviations from them will continue to be notable. But most of my dragons tend to breath things like boiling oil, a flurry of angry pecking birds, or a suicidal sense of self loathing. Be as weird as you can be.

If a dragon’s breath deals damage, that damage is equal to the dragon’s current hit points. (So, the closer the dragon is to death, the less effective its breath is).

Traditionally, some dragons in D&D have Spells. I prefer to avoid any spells that deal direct damage, since their breath and claws and bite are already such reliable sources for damage. Rather, I like to give dragons spells which buff, debuff, ensnare, control, or alter the environment. Something that adds a new dimension to the threat they pose.

I should note that these days, when I’m giving a monster or an NPC spells, I typically don’t bother describing those spells’ effects beforehand. Usually I just put in a spell name, and maybe add a brief description if I have a good idea I want to remember at the table. Then, if the spell actually comes up in play, that’s when I’ll decide what the powers and limitations of the spell are.

I realize this may seem damaging to agency, and I admit that in some ways it is. But so long as the rules of the spell don’t change once they’ve been decided upon, I think it’s a fairly small sacrifice to make to prevent spells from becoming an overly burdensome part of monster creation.

Minions exist to feed a dragon’s need for adoration. Not every dragon will have them. Some are too moody or misanthropic to keep anyone around them for too long. Others, though, will revel in surrounding themselves with sycophants, slaves, and worshipers. These may perform any number of services for the dragon, but ultimately their true purpose is always to feed the dragon’s ego.

There’s no limit on what form the minions may take. Some dragons may prefer to have only one or two highly capable body-servants. Creatures who can become intimately familiar with the dragon’s habits, and respond to their desires before they’re even expressed. Others may have more extravagant preferences, dragging a cult of worshipers, or a harem of consorts behind them.

Last of all, I try to give every dragon at least one notable Special thing. These can be powers which make the dragon harder to deal with. They can be weaknesses, which make the dragon vulnerable if known. Other times, the special trait is just some incidental thing. Something unlikely to come up in play, but potentially interesting if it does.

So while one dragon’s special might be an immunity to fire, another dragon may take extra damage from fire, while a third perhaps has multiple personalities which they switch between every time they see fire. As with everything else, the sky’s the limit.

Now, generally speaking, I don’t bother paying the Joesky Tax. But last week was particularly gratuitous, and I’ve literally got hundreds of dragons written up that probably aren’t going to be published anytime soon. So here’s 5 of them, all created using the guidelines discussed in this post.

Xulamara the Serpent Slave

A mammalian dragon with a serpentine body, white fur, eight long cloven legs, and a pair of twisting horns. Fire licks from her mouth with every word she speaks. She has no wings, but a pair of flat-toothed serpents grow from her shoulders. She is simple minded, and territorial.

Hoards: Various dyes, some of which are able to do seemingly impossible things, like dye elaborate patterns directly into cloth.
Armor 19, Move 120′(40′), 9HD, 2 Snakes 2d6, Bite 3d8, Morale 7
Snake Attack: The two snakes attack by spitting acid, which has a range of 30′.
Breath: A wall of fire, 100′ long and 10′ tall. Remains in place for 24 hours before burning out.
Special: Immune to normal missiles.
Special: Xulamara is cursed to remain forever ignorant of the snakes growing from his back. If he is told about them, or even shown a reflection of them, he will deny that they exist. The snakes whisper into his ears constantly, tricking him into doing whatever they want.

Gressen the Shedded

A translucent white creature; the shed skin of another dragon somehow animated to life and intelligence. Able to move and act as her own person. Gressen was originally shed from a male dragon, but chose a female aspect for herself. She has a tendency to sarcastically goad people into attacking her. (“Go on, I’m clearly just a waif of a thing. It’ll be easy to slay me and take my treasure. Just try it!”) In truth, she is terrified of how fragile her body is.

Hoards: Spell books.
Armor 20, Move 90′(30′)/Fly 240′(80′), 4HD, 2 Claw 1d3, Bite 2d6, Morale 5
Breath:
Cone of cold.
Spells: Enbrittle Skin, Gust of Wind, Baleful Polymorph, Charm Monster, Sow Discord, Geas, Illusory Disguise, Magic Web (An invisible web that ‘catches’ spells, so they can be studied later), Detect Lies, Maze, Invisibility, Magic Armor
Special: Any wind-based attacks used against her deal double damage, and may blow her away.

Jakasset the Silver Teeth

Jakassat wears  golden rings on her talons and tail, a bejeweled necklace, and a diadem on her brow. One of these pieces of jewelry works a magical gender changing effect on her, and all the rest are worn to keep the significance of that one item a secret. Jakasset has also replaced all of her teeth with little silver daggers. She is a contemplative creature, with an unusually short temper, even for a dragon.

Hoards: Polearms of various types.
Armor 17, Move 90′(30′)/Fly 240′(80′), 8HD, 2 Claw 1d6, Bite 3d10, Morale 6
Breath: A hail of spinning knives. These remain on the ground in heaps, and can be used for about 24 hours before they rot away.
Spells: Sleep, Water From the Earth, Teleport, Stone To Mud
Minions: A murder of 6d6 crows which fly around above her, and obey her orders to the best of their crow-abilities.
Special: One of the rings on her tail protects her from all elemental based damage. Special: One of her tail rings protects her from all elemental based damage
Special: Jakasset is highly respected among dragon kind, for some unknown deed that dragons refuse to discuss with outsiders.

Arasemnin

A bluescale with 53 large white horns running down her back, from head to tail tip. Her body is slender and lithe, with muscles that twitch as if always ready to pounce. She is the daughter of Uruk’An, and was exiled from her father’s territory years ago for defying him. She spends hours of every day imagining elaborate ways of getting revenge on the old fool.

Hoards: Tapestries depicting historical events.
Armor 19, Move 90′(30′)/Fly 240′(80′), 2 Claw 1d6, Bite 3d8, Morale 6
Breath: Cone of fire.
Spells: Bear’s Strength, Sphere of Insubstantiality, Animate Object, Imbue Hatred
Special: Her horns act as grounding against spells. Each horn can absorb one spell cast against her per day. After she is killed, the horns retain their function. If cut off, they can each be used once before becoming useless.

Uruk’An

An elderly blusescale, with a cascade of soft white horns growing from his chin. Uruk’An is father to 12 other dragons–unusually prolific, even for such an elderly and distinguished patriarch. Uruk’An belives in law, and has scribed 3 tomes of law which anyone in his domains must obey, or face is wrath. Most of his laws are common sense (at least, from a dragon’s perspective), but there are some strange ones. Most notalby, there is an extensive code governing acceptable clothing for halflings, and several statues regarding the proper rate of breathing for various activities.

Hoards: Lawbooks.
Armor 20, Move 60′(20′)/Fly 210′(70′), 2 Claw 1d10, Bite 4d8, Morale 8
Breath: Cone of fire.
Spells: Wall of Spears, Detect Lies, Farsight, Dispell Illusions, Anti-Magic Field, Ring of Law, Hold Person, Dimension Door, Break Weapons, Rust, Imprison, Speak with Animals, Mend Wound, Passwall,  Shrink Person
Minions: 2d6 bluescaled lizard folk. 3 dragon whelps that each have 4 hit dice, and don’t have any breath yet.
Special: When Uruk’An dies, he will leave an egg behind, with himself inside. He will be reborn out of his own death. Even he does not know this will happen.