Monday, April 28, 2014

Fortnight of Chaos, Part V: Beasts of Chaos

This edition of the Fortnight of Chaos presents conversion stats in Labyrinth Lord format for various beasts of chaos.

Edit: Updated most entries below with some notes I missed. I removed the "cause fear" effects from all of the beasts, for example. Although including it is staying true to the Warhammer versions of the beasties, it is difficult to translate that over to LL and give beasts a "touch" attack to cause fear as per the low-level spell. That just doesn't feel right to me. But having it affect a 30-foot radius was just too overpowering, I think, and I also didn't want to hand out 4th level fear spells to beasts. I'm saving that for the demons ...

Warhounds are savage, wolf-like beasts with a thirst for blood and taste for flesh. These cruel canines possess distended, fanged maws, horns or tusks, spiked spines, flail-like tails and other similar deformities.
Combat: A chaos warhound strikes once with its bite, gore, or tail attack.
Warhound: AC 7; HD 1+1; hp 6; MV 180' (60'); #AT 1 bite or gore or tail; DAM 1d6; SV F1; ML 8; AL CE; HC none; #ENC 2d6; XP 15.

Chaos spawn are misshapen creatures of pure hatred, vileness and savagery. Mutated far beyond their once-human form, chaos spawn have amorphous bloated bodies, sprout random tentacles and limbs, and drip with unnatural slimes and ichors.
Combat: Randomly determine a chaos spawn’s maximum movement allowance each round. Because its limbs and tentacles grow and disappear constantly, a chaos spawn makes 1d6+1 attacks each round. As virtually mindless creatures, chaos spawn ignore morale checks and are immune to all mind-affecting spells and magical effects.
Spawn: AC 4; HD 6+2*; hp 29; MV 2d6 x 10' (7’ to 40'); #AT 1d6+1 tentacles or clawed limbs; DAM 1d6 each; SD immunity to mind-affecting magic; SV F6; ML 12; AL CE; HC none; #ENC 1 (1d4); XP 680.

Chaos minotaurs are ferocious bull-headed warriors with a taste for humanoid flesh.
Combat: A chaos minotaur typically attacks with its vicious bite and gore, but there is a 50% chance it wields a battle axe instead, gaining +2 to damage. A chaos minotaur suffers from bloodgreed. When it slays an enemy, there is a 1-in-3 chance the minotaur will ignore other foes and feast upon the corpse. A minotaur consumes a man-sized corpse in 1d3 rounds. Once a corpse is consumed, the minotaur resumes fighting with a temporary 1d6 increase to its hit points (cannot increase above max hit points).
Minotaur: AC 6; HD 6+2*; hp 29; MV 120' (40'); #AT 2 bite/gore or 1 battle axe; DAM 1d6/1d6 or 1d8+2; SA bloodgreed; SV F6; ML 12; AL CE; HC VI; #ENC 1 (1d4); XP 680.

Doombulls are the most powerful and intelligent of chaos minotaurs.
Combat: A chaos doombull usually makes bite and gore attacks, but there is a 50% chance it wields a battle axe instead, gaining +3 to damage. Like a minotaur, a doombull suffers from bloodgreed. When it slays an enemy, there is a 1-in-3 chance the doombull will ignore other foes and feast upon the corpse. A doombull consumes a man-sized corpse in 1d2 rounds. Once a corpse is consumed, the doombull resumes fighting with a 1d6 increase to its hit points (cannot increase above max hit points).
Doombull: AC 6; HD 8+2*; hp 38; MV 120' (40'); #AT 2 bite/gore or 1 battle axe; DAM 1d6+1/1d6+1 or 1d8+3; SA bloodgreed; SV F8; ML 12; AL CE; HC VI; #ENC 1 (1d4); XP 1,220.

Chaos centigors are drunken, bloodthirsty crossbreeds of horses or oxen and chaos beastmen.
Combat: In battle, a centigor batters its enemies with hoof attacks, or it wields a hand axe and shield or a battle axe (50% chance of either, +1 to AC if a shield is used). A centigor is usually massively drunk and often flies into a rage when injured in a fight. The combat round after a centigor is wounded, there is a 50% chance it flies into a drunken frenzy, gaining +2 to hit and damage until it is killed (or is victorious), but also suffering a -2 penalty to armor class. A centigor moves through thick vegetation as a druid.
Centigor: AC 5; HD 4+2*; hp 20; MV 180' (60'); #AT 2 hooves or 1 weapon; DAM 1d6/1d6 or weapon; SA drunken frenzy; SV F4; ML 8; AL CE; HC II, III, IV; #ENC 1 (1d6); XP 215.

Chaos ogres are notoriously violent and difficult to control.
Combat: A chaos ogre is a rather stupid creature, but it does possess natural battle cunning. Typically, a chaos ogre fights with a massive spiked club with a +2 damage bonus.
Ogre: AC 5; HD 5+2; hp 25; MV 90' (30'); #AT 1 great club; DAM 1d10+2; SV F5; ML 10; AL CE; HC VI; #ENC 1 (1d6); XP 260.

Chaos trolls are amongst the most malformed and twisted chaos creatures.
Combat: A chaos troll attacks with its vicious claws and bite with a +1 damage bonus to each. Like its monstrous cousins, 3 rounds after it is first damaged, a chaos troll begins to regenerate 3 hit points per round; fire and acid damage is not regenerated. Instead of its claws and bite attacks, a chaos troll may spew noxious vomit upon enemies in a cone 30 feet long and 15 wide. Those who fail to save vs breath weapon suffer 2d6 damage and a -1 penalty to attacks and saves until they wash themselves of the putrid bile.
Troll: AC 4; HD 6+3**; hp 30; MV 120' (40'); #AT 2 claws and 1 bite or special; DAM 1d6+1/1d6+1/1d10+1 or special; SA vomit; SD regenerate; SV F6; ML 10; AL CE; HC VII; #ENC 1 (1d4); XP 980.

Chaos giants are loathsome, battle-loving creatures. They are constantly drunk; they belch, fart, curse and yell at whim; they piss in the middle of battle if they need to; and they pay little heed to orders so are virtually uncontrollable. What are puny little folk going to do to stop them? Though they are a risk to any chaos commander, the collateral damage to his own forces and general havoc created by giants are acceptable as they are capable of utter devastation when caught in the throes of battle lust.
Combat: A chaos giant typically attacks with a great, spiked war club with a +3 damage bonus. A chaos giant may also grab an enemy on a successful attack. When an enemy is grabbed, roll 1d6 to determine what the giant does.
Giant: AC 4; HD 8+4**; hp 40; MV 120' (40'); #AT 1 great club or giant grab; DAM 2d8+3 or special; SA giant grab; SV F8; ML 11; AL CE; HC VII; #ENC 1 (1d4); XP 1,220.

Giant Grab: Roll 1d6 for giant’s action when he grabs an enemy.
1. Stuff in bag. The giant stuffs the grabbed victim into his bag along with his other items—such as cows, sheep, boulders, weapons, armor and other such treasures. Starting on his next turn, the victim may make a save vs paralyze to escape the giant’s bag. Each round spent in the giant’s bag, a victim suffers 2d6 damage from being bounced around and squished by other creatures and objects.
2. Throw into melee combat. The grabbed victim takes 3d6 damage as the giant throws him into a nearby melee combat. A random target in the melee also takes 3d6 damage when the victim crashes into him.
3. Hurl. The grabbed victim is hurled 3d10 x 10 feet in a random direction and takes 3d6 damage when he lands.
4. Squash. The grabbed victim is squashed in the giant’s massive hands and takes 2d6+3 damage.
5. Eat. The grabbed victim is swallowed whole by the giant. The victim takes 2d6 damage each round as he is digested until he dies or the giant is slain. The swallowed victim may attack with a -4 penalty while in the giant’s guts, but only if he has a dagger or knife.
6. Grab another. The giant stuffs the grabbed victim into his bag (see result 1), under his armpit, or down his shirt or pants (save vs poison or victim suffers effects of a stinking cloud spell) and attempts to grab another victim.