Tuesday, 21 June 2022
D&D Monsters: Xorns
Saturday, 18 June 2022
DW Monsters: Axos
· Terror of the Autons features one of the
key races I covered at the start
· The Mind of Evil features an alien
psychic parasite that’s really more of an effect than a monster
And that brings us to The Claws of Axos. Technically,
Axos is a single individual, which could be left out on the same grounds that
I’m not attempting to stat up (say) the Master. But it functions as an alien
race and it’s at least possible that there are more of its kind out in space
somewhere.
Aside from a couple of short stories and comics, Axos only
makes a return appearance in a single audio-play, The Feast of Axos,
featuring the Sixth Doctor.
Description and Biology
Axos is a space-faring being whose ability to mould its own
form extends to creating autonomous lifeforms that it can send out to interact
with others. As such, in addition to the primordial matter from which it is
constructed, in the course of the story, we see it take on four different forms,
all of which are controlled by the same central mind.
Firstly, there are the beings typically referred to as the
‘Axons’ since that’s how they describe themselves when they’re still pretending
to be a regular race of aliens. These are golden-skinned humanoids with large
pupil-less eyes. Given their need to function in an Earth-like environment and
imitate more normal humanoids, they’re likely biologically similar in most
respects. Obviously, they don’t need reproductive organs, and it’s also
plausible that they obtain sustenance directly from the mothership without the
need for regular digestive systems; even if they do eat in a regular manner
such systems would be simple, since the food Axos creates for them would
already be, in effect, pre-digested. But, otherwise, they may be much as they
appear.
Secondly, there are the much larger forms that Axos uses in
combat, whether attacking or defending itself. These have a vaguely humanoid shape but are covered with orange tendrils and paired lumpy structures that
might be external lungs. They don’t seem to have any eyes or mouth, suggesting
that they don’t need to eat and that they interact with their environment using
some sense other than vision. They don’t have a name in the TV series, but the
audio play refers to them as ‘Axonoids’ so that will do as well as anything
else.
The third example is a comparatively amorphous blob of
axonite, the cellular material from which Axos is composed. It’s mostly seen
taking on other forms and is resistant to damage, probably because it lacks
internal organs, which would make it a rather temporary being if we’re using
anything like real-world physics (which, admittedly, is debatable, especially
considering axonite’s energy absorbing and transforming abilities).
Finally, of course, there’s the space-travelling form that acts as a spaceship from which the other parts are budded as required. This is presumably where Axos’s central brain is located, but it’s sufficiently large that, in game terms, it’s a location rather than a ‘monster’, albeit a mutable organic one that can attack people inside it by growing tentacles from the walls.
Game Attributes
The Axons do not require attributes significantly different
from those of humans, since their only function is diplomacy. Having said
which, being composed of axonite, an energy-absorbing readily transformable
material, probably does make them resistant to damage and likely also gives
them a high stamina or resistance to fatigue.
The Axonoids are a different matter, being larger and
stronger than regular humans; there would be no point in creating them were
they not better at fighting than the humanoid Axons. They are clearly very
resistant to damage, at least from purely kinetic attacks, perhaps due to
lacking much in the way of vital organs. It seems plausible that they
regenerate from damage inflicted on them, although this is probably too slow to
affect a regular combat – it’s just that you have to be very sure you’ve
destroyed them completely to stop them from regrowing (or trap them in a time loop).
The axonite blob is clearly less effective when it isn’t
taking on human form. It’s comparatively slow-moving and probably not very
strong, although it would share the same sort of damage resistance that the
other forms have.
Axos itself is too large an entity to be described easily in
most systems designed for human-level interactions. Even where it can be, the
reality is that it primarily functions as a dangerous location, rather than a
creature, especially since it can’t move except to fly through space. As such,
I won’t be providing its physical stats here.
All these various forms are extensions of the core Axos
entity, and thus should have the same mental attributes. In game terms, Axos
probably has a high intelligence score, and decent willpower. Its ability to
con world leaders in the story implies a good rating in whatever ability or
attribute is used to measure that – although it’s helped to a large extent by
the greed of the people it’s talking to, so it’s not necessarily extraordinary.
The entity must also have the skills necessary to navigate space, and a good
understanding of its own biological technology, as well as the ability to
observe humans and deduce what will work best on them.
Special Abilities
The axonoids demonstrate the ability to stun people by
striking them with their tentacles, but little else beyond their resistance to
injury. More generally, the various forms can shapeshift into one another, and can closely imitate humans – and presumably other lifeforms. Other than this,
the axonite material itself seems to have a range of powers, transforming and
enlarging other creatures it is injected into, and so on, but these are outside
the scope of the stats of the regular beings. Similarly, we can assume that
Axos is capable of faster-than-light travel and surviving in deep space, but
we’re not statting up the core entity.
5E - Axon
Medium aberration, neutral evil
Armour Class: 12 (natural)
Hit Points: 22 (4d8+4)
Speed: 30 ft.
STR 10 (+0) | DEX 10 (+0) | CON 12 (+1) |
INT 18 (+4) | WIS 14 (+2) | CHA 14 (+2) |
Saving Throws: Wisdom +4, Charisma +4
Skills: Biotechnology +6, Deception +2
Senses: Passive Perception 12
Shapechanger: The axon can use its action to transform into an axonoid.
5E - Axonoid
Large aberration, neutral evil
Armour Class: 18 (natural)
Hit Points: 76 (8d10+32)
Speed: 20 ft.
STR 18 (+4) | DEX 12 (+1) | CON 18 (+4) |
INT 18 (+4) | WIS 14 (+2) | CHA 10 (+0) |
Saving Throws: Constitution +6, Wisdom +2, Charisma +1
Skills: Biotechnology +6, Deception +2
Combat Skills: Melee Attack +6
Damage Resistances: Bludgeoning, Piercing, Slashing
Senses: Passive Perception 12
Shapechanger: The axonoid can use its action
to transform into an axon.
Stunning Tentacle: Melee Weapon Attack:
+6 to hit, reach 5 ft., one creature. Hit: The target must succeed in a
Constitution saving throw against a DC of 12. On a failed save, it is stunned,
and must make a further save at the beginning of each turn until it recovers.
Disintegrate (Recharge 5-6): Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 11 (3d6) force damage.
Challenge: 3 (700 XP)
5E - Axonite Blob
Medium aberration, neutral evil
Armour Class: 15 (natural)
Hit Points: 26 (4d8+8)
Speed: 20 ft.
STR 10 (+0) | DEX 8 (-1) | CON 14 (+2) |
INT 18 (+4) | WIS 14 (+2) | CHA 10 (+0) |
Saving Throws: Constitution +4, Wisdom +2, Charisma
+1
Skills: Biotechnology +6, Deception +2
Combat Skills: Melee Attack +2
Damage Resistances: Bludgeoning, Piercing, Slashing
Senses: Passive Perception 12
Shapechanger: The axonite blob can use its
action to take on the appearance of any Small or Medium creature it has
previously observed.
Engulf: Melee Weapon Attack: +2 to hit,
reach 5 ft., one creature. Hit: 7 (2d6) bludgeoning damage and the
target must make a DC 12 Strength save or be grappled (escape DC 12). Until
this grapple ends, the target is restrained, and the blob cannot engulf another
target.
Challenge: 1 (200 XP)
BRP - Axon
STR 3D6 (10-11) | CON 2D6+6 (13) | SIZ 2D6+6 (13) |
INT 18 | POW 15 | |
DEX 3D6 (10-11) | CHA 2D6+6 (13) | |
Hit Points: 13 | Move: 10 | |
Base SR: 5 | Damage Bonus: 0 |
Armour: 1-point resistant flesh
Skills: Biology 80%, Biotechnology 90%, Chemistry
80%, Craft Axonite 80%, Navigate 70%, Persuade 60%, Physics 80%
Combat Skills: Brawl 25%
Shapechanger: The axon can take one round to
transform into an axonoid.
BRP - Axonoid
STR 2D6+12 (19) | CON 3D6+6 (16-17) | SIZ 3D6+12 (22-23) |
INT 18 | POW 15 | |
DEX 2D6+6 (13) | CHA 2D6 (7) | |
Hit Points: 20 | Move: 10 | |
Base SR: 2 | Damage Bonus: +2D6 |
Armour: 8-point resistant flesh
Skills: Biology 80%, Biotechnology 90%, Chemistry
80%, Craft Axonite 80%, Navigate 70%, Persuade 60%, Physics 80%
Combat Skills: Brawl 50%
Shapechanger: The axonoid can take one round
to transform into an axon.
Stunning Tentacle: The axonoid can choose to
make a Knockout Attack instead of a normal attack, and does so at the Normal
success chance, instead of making a Difficult roll.
Disintegrate: If an axonoid reduces an
opponent to 0 hit points or less as the result of a Special or Critical success
on its Brawling roll, the target is instantly disintegrated.
BRP - Axonite Blob
STR 3D6 (10-11) | CON 2D6+6 (13) | SIZ 2D6+6 (13) |
INT 18 | POW 15 | |
DEX 2D6 (7) | CHA 3D6 (10-11) | |
Hit Points: 13 | Move: 8 | |
Base SR: 6 | Damage Bonus: 0 |
Armour: 5-point amorphous substance
Skills: Biology 80%, Biotechnology 90%, Chemistry
80%, Craft Axonite 80%, Navigate 70%, Persuade 60%, Physics 80%
Combat Skills: Brawl 50%, Grapple 50%
Shapechanger: The axonite blob can use its
action to take on the appearance of any creature it has previously observed
that has a SIZ between 5 and 18.
GURPS - Axon
ST 10 | DX 10 | IQ 18 | HT 12 |
Thrust: 1d-2 | Swing: 1d | ||
Speed: 5.5 | Move: 5 |
Advantages: Alternate Form (axonoid), Attractive,
Doesn’t Sleep, Mindlink-3, Reduced Consumption-1
Skills: Acting-17, Bioengineering (tissue
engineering)/TL10-16, Biology/TL10-17, Chemistry/TL10-17, Intelligence
Analysis/TL10-16, Navigation (space)/TL10-18, Physics/TL10-17
GURPS - Axonoid
ST 18 | DX 10 | IQ 18 | HT 15 |
Thrust: 1d+2 | Swing: 3d | ||
Speed: 6.25 | Move: 4 |
SM: +1
Advantages: Alternate Form (axon), Damage Resistance 8,
Disintegrate (as the spell; only on the body of a victim already killed), Doesn’t
Sleep, Innate Attack-2 (Fatigue, Melee Attack, Reach-1), Mindlink-3, Reduced
Consumption-1, Striker
Disadvantages: Cannot Speak, No Fine Manipulators
Skills: Bioengineering (tissue engineering)/TL10-16,
Biology/TL10-17, Brawling-13, Chemistry/TL10-17, Intelligence Analysis/TL10-16,
Navigation (space)/TL10-18, Physics/TL10-17
GURPS - Axonite Blob
ST 10 | DX 8 | IQ 18 | HT 12 |
Thrust: 1d-2 | Swing: 1d | ||
Speed: 5 | Move: 4 |
Advantages: Damage Resistance 3, Doesn’t Sleep,
Mindlink-3, Morph (cosmetic, mass conservation), Reduced Consumption-1
Skills: Bioengineering (tissue engineering)/TL10-16,
Biology/TL10-17, Brawling-13, Chemistry/TL10-17, Intelligence Analysis/TL10-16,
Navigation (space)/TL10-18, Physics/TL10-17
Savage Worlds - Axon
Agility: d6 | Smarts: d4 | Spirit: d6 |
Strength: d12 | Vigour: d10 |
Skills: Persuasion d8, Repair d10, Science d10
Edges: Attractive
Shapeshifting: As an action, an axon can
transform into an axonoid.
Pace: 6 Parry:
2 Toughness:
6 Size: 0
Savage Worlds - Axonoid
Agility: d8 | Smarts: d12 | Spirit: d10 |
Strength: d12 | Vigour: d12 |
Skills: Fighting d8, Repair d10, Science d10
Edges: Hard to Kill
Hindrances: Mute
Powers: Stun
Shapeshifting: As an action, an axonoid can
transform into an axon.
Disintegrate: If the axonoid incapacitates an
opponent using its Fighting skill, they are disintegrated if they fail their
Vigour roll to resist injury.
Pace: 4 Parry:
6 Toughness: 11 (3) Size: 2
Savage Worlds - Axonite Blob
Agility: d4 | Smarts: d12 | Spirit: d10 |
Strength: d6 | Vigour: d10 |
Skills: Fighting d8, Persuasion d6, Repair d10, Science
d10
Edges: Hard to Kill
Shapeshifting: As an action, an axonite blob
can take on the appearance of any creature with a Size of ‑1, 0, or +1 that it has previously
observed.
Pace: 4 Parry: 6 Toughness: 8 (1) Size: 0
STA - Axon
Control: 9 | Fitness: 8 | Presence: 10 |
Daring: 9 | Insight: 9 | Reason: 12 |
Command: 2 | Security: 0 | Science: 3 |
Conn: 3 | Engineering: 3 | Medicine: 1 |
Stress: 8 | Resistance: 0 |
Traits: Shapeshift to Axonoid
STA - Axonoid
Control: 9 | Fitness: 12 | Presence: 8 |
Daring: 9 | Insight: 9 | Reason: 12 |
Command: 1 | Security: 3 | Science: 3 |
Conn: 3 | Engineering: 3 | Medicine: 1 |
Stress: 15 | Resistance: 2 |
Traits: Shapeshift to Axon
Attacks: Stun (Melee, 2^), Disintegrate (3^, Vicious
1)
STA - Axonite Blob
Control: 9 | Fitness: 9 | Presence: 8 |
Daring: 9 | Insight: 9 | Reason: 12 |
Command: 1 | Security: 1 | Science: 3 |
Conn: 3 | Engineering: 3 | Medicine: 1 |
Stress: 10 | Resistance: 1 |
Traits: Shapeshift to any similarly sized form it has
previous observed
Tuesday, 14 June 2022
D&D Monsters: Salamanders
Salamanders are, of course, real creatures - long-tailed amphibians with a vaguely lizard-like appearance. The Ancient Greeks and Romans attributed a number of magical abilities to them, some of them related to fire, but it's clear that they were describing the real animal when they did so. In the Middle Ages, however, there's more of a split between the amphibian and the fantastic creature, with the latter taking on more exotic forms and powers. This culminates in the 16th century with Paracelsus adopting the name for what he termed "fire elementals" and it's this that's most likely the inspiration for the D&D monster.
1E
5E
Tuesday, 7 June 2022
D&D Monsters: Efreet
Saturday, 21 May 2022
DW Monsters: Primords
Description and Biology
Primords are created when a human comes into skin contact with Stahlman’s Ooze, a viscous green fluid extracted from deep beneath the Earth. (Some of the tie-in novels have tried to explain how it got there, but it’s not relevant for our purposes and isn’t mentioned in either of the two main stories to actually feature the race). The transformation can take a few hours, during which time the victim develops green skin and eventually undergoes the more drastic physical changes to reach the final form.
A fully transformed Primord has green skin and long hair
across much of the body and face, giving them a ‘werewolf’ look. Also like some
interpretations of werewolves, their teeth become heavy and elongated and the
nose bulbous. They develop a stooped posture giving them a shambling gait and,
of course, there are significant mental changes as well, leaving them with no
drives beyond creating more of their kind.
Presumably, in other respects, they are anatomically human.
What effect Stahlman’s Ooze would have on other creatures is not explored in
the TV story although there’s no obvious reason why it wouldn’t affect at least
other warm-blooded animals, and this is actually mentioned in one of the novels.
Cold-blooded creatures, and especially those with extra-terrestrial
physiology, might be a different matter.
Game Attributes
Primords have remarkable physical strength and are
sufficiently resilient to shrug off small arms fire. On the other hand, they do
not seem especially agile and may even be clumsier than regular humans, as
indicated by the stooped posture. All of this may be due to a denser body
structure, which perhaps the human skeleton isn’t quite so good at supporting
as it might be. While they are difficult to injure with most weapons, they
don’t seem particularly hard to kill once you can find something that hurts
them, with falls from a height being an obvious means of dispatching them used
in the TV story.
It’s very notable that Primords lose essentially all of
their human intelligence, although they may retain some animal cunning. They
cannot speak and have only a limited grasp of tool use, being driven largely by
instinct. Even so, they’re probably just above the level of the typical animal,
and systems that normally don’t give intelligence stats to animals may still
give very low ones to Primords. Other mental statistics, such as those related
to perception, may be at more typical human levels, although their willpower
seems relatively weak since they can easily be driven off by anything that
might injure them.
Primords are inherently drawn to heat, which also accelerates their transformation, if it isn’t yet complete. As a result, they seem to tolerate intense heat that might injure other beings, although it’s unlikely that they’re entirely resistant to fire. On the other hand, they are very definitely vulnerable to cold so that, for example, a carbon dioxide fire extinguisher can seriously injure them.
Special Abilities
Because they are themselves suffused with Stahlman’s Ooze, Primords transform their victims into new Primords by touching them. How long a contact this has to be isn’t clear, although for game purposes, it’s probably best if there’s some duration involved, and a saving throw or equivalent to throw it off. Having said that, it still works even if the Primord is dead – although not through clothing or other material – and there’s no indication of a cure in the original TV story nor of any chance of recovery once the transformation has started. The audio story Primord does, however, see the Doctor devise a cure that transforms living Primords back into their original selves so such a thing should at least be possible.
5E - Primord
Medium humanoid, chaotic neutral
Armour Class: 17 (natural)
Hit Points: 26 (4d8+8)
Speed: 30 ft.
STR 18 (+4) | DEX 8 (-1) | CON 15 (+2) |
INT 5 (-3) | WIS 10 (+0) | CHA 10 (+0) |
Combat Skills: Melee Attack +5
Damage Resistances: Fire, piercing
Damage Vulnerabilities: Cold
Senses: Passive Perception 10
Heat Sense: The Primord has advantage on all
Wisdom (Perception) checks to sense heat or cold.
Brawling: Melee Weapon Attack: +5 to
hit, reach 5 ft. one creature. Hit: 5 bludgeoning damage. The Primord
can either grapple or brawl in any given combat round, but not both.
Grappling:
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit:
The creature is grappled. If it is grappled at both the beginning and end of a
combat round, unless it is entirely enclosed in protective material, it may be
affected by Stahlman’s Ooze (see below). The Primord can either grapple or
brawl in any given combat round, but not both.
Stahlman’s Ooze: If a living creature is in
skin contact with the Primord (living or dead) for a full round, it must make a
DC12 constitution saving throw or be infected with Stahlman’s Ooze and
transform into a new Primord over the next three hours. Creatures that are
immune to Poison are unaffected.
Challenge: ½ (100 XP)
BRP - Primord
STR 3D6+6 (16-17) | CON 3D6 (10-11) | SIZ 2D6+6 (13) |
INT 1D6+3 (6-7) | POW 2D6 (7) | |
DEX 3D6 (10-11) | CHA 2D6 (7) | |
Hit Points: 12 | Move: 10 | |
Base SR: 5 | Damage Bonus: +1D4 |
Armour: 8-point resilient flesh
Combat Skills: Brawl 60%, Grapple 40%
Vulnerability to Cold: The Primord takes
double damage from all cold-based attacks.
Stahlman’s Ooze: If a character or animal is in skin contact with a Primord, living or dead, for a full round or more, for
example, as the result of a successful Grapple attack, they may be affected by
Stahlman’s Ooze. The Ooze has a Potency of 12, resisted by the victim’s CON; if
this roll fails, the victim transforms into a Primord over the following three
hours.
GURPS - Primord
ST 18 | DX 8 | IQ 5 | HT 12 |
Thrust: 1d+2 | Swing: 3d | ||
Speed: 5 | Move: 5 |
Advantages: Damage Resistance-10 (limited to physical attacks), Dominance, Fit, Infravision, Temperature Tolerance-8 (60 to 156°)
Disadvantages: Bestial, Cannot Speak, Hunchback, Vulnerability
to Cold
Skills: Brawling-14
Savage Worlds - Primord
Agility: d6 | Smarts: d4 | Spirit: d6 |
Strength: d12 | Vigour: d10 |
Skills: Athletics d6, Fighting d6
Edges: Armour +2, Brute, Fearless, Resilient
Hindrances: Environmental Weakness (cold), Mute
Stahlman’s Ooze: If a living creature becomes Bound as the
result of a Grappling attack from the Primord, they must make a Vigour roll. On a failure, they
transform into a Primord over the following three hours.
Pace: 6 Parry: 5 Toughness: 9 (2) Size: 0
STA - Primord
Control: 7 | Fitness: 12 | Presence: 8 |
Daring: 10 | Insight: 6 | Reason: 6 |
Command: 0 | Security: 2 | Science: 0 |
Conn: 0 | Engineering: 0 | Medicine: 0 |
Stress: 14 | Resistance: 2 |
Vulnerable to Cold: Any attack against the
Primord that involves freezing temperatures is treated as having one extra
Challenge Die and ignores the Primord’s Resistance.
Stahlman’s Ooze: If the Primord inflicts a
Grappled Complication against a character and the character does not break free
on their next Turn, they must make a Fitness + Security roll against a
Difficulty of 3 or transform into a Primord over the following three hours.
Wednesday, 18 May 2022
D&D Monsters: Djinn
In D&D, djinn are described as powerful inhabitants of the Elemental Plane of Air, since many (although by no means all) of the magical powers associated with them in myth are linked with the air. In the game, the alternative Anglicised name for the beings, "genie", instead refers to a broader category of being, of which the djinn are merely one of the most common. While the wish-granting, oil lamp dwelling, sort of djinn are stated to exist in the universe they are, at best, extremely rare and not typical representatives of their kind.