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Creature Feature: The Xalot

May 26, 2017 Comments off

Today’s creature feature is the mild-mannered Xalot. Can be used for either DCC or MCC, and if you are intrigued by this little dude here, please check out “Where The Drowned God Dwells” an MCC adventure I will be running (twice!) at this year’s GenCon.

Xalot: (4-5 if foraging party; 30 to 40 adults plus one Elder and juveniles in tribal village); Init +1 on land, +3 in water; Atk Staff +1 melee (1d6) and/or net +2 ranged (entangle); AC 12; HD 1d8+1; hp 6; MV 30’ land, 60’ swim; Act 1d20; SP: amphibious, infravision (underwater only); SV Fort +1­, Ref +1­, Will +0­; AL N.

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The Xalot people are generally peaceful and form medium-sized colonies of 40 to 50 adults with a single Elder and many younglings at any given time, depending on the season. Short in stature, they stand roughly the size of a halfling and have cool, moist skin in a variety of colors and patterns. Xalots also have a limited ability to alter their color to provide better camouflage while out hunting or foraging.

Elders are slightly larger than the typical xalot and possess a passive telepathic empathy with which they can communicate danger or strong feelings with their own people and outsiders. Elders are also rumored to have some small ability with magic as well.

Most xalot are inquisitive and fearless, which makes them easy prey for predators. They are natural explorers, however, especially of the deep seas as they forage for food. Although they do make their own crude items for everyday life, skilled craftsmen and artisans they are not. They also willingly trade goods they find on their explorations with nearby peoples who treat them well. They have their own language, a sibilant tongue that incorporates the flaring of the gill stalks which sprout from the sides of their heads, and most also speak the dominant language of whatever region they find themselves in.

Typically nomadic, a Xalot colony will migrate every few years to an abandoned coastal area to perform their mating rituals and lay copious amounts of eggs before moving on. The first egg, thereafter called the Elder, hatches and quickly matures much more rapidly than the first wave, acting as a lookout and guarding over the second wave, until the final wave hatches… thereby forming a new colony within the space of a year or two.

Xalot Elder: Init +1 on land, +3 in water; Atk Staff +2 melee (1d6+1) and/or net +3 ranged (entangle); AC 14; HD 1d8+3; hp 8; MV 30’ land, 60’ swim; Act 1d20; SP: amphibious, infravision (underwater only), telepathic empathy (120′), spells: water breathing and mending, others as desired (d20+4); SV Fort +1­, Ref +1­, Will +2; AL N.

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Categories: Creature Feature, DCCRPG, MCC

Creature Feature: The Staguar

April 28, 2017 1 comment

Starting today, we’re going to showcase a monthly “Creature Feature” the last Friday of every month for use in Dungeon Crawl Classics / Mutant Crawl Classics or any OSR-type game. First up: The fearsome Staguar!

Staguar (1, rarely travels in pack of 2-4 adults plus 3 to 4 juveniles): Init +3; Atk gore +6 melee (1d6+2) or claw +4 melee (1d4) or bite +4 melee (1d6); AC 16; HD 3d8+2; MV 50’, climb 20’; Act 2d20; SP stealth, bugle; SV Fort +1, Ref +3, Will +7 AL C.

Is this another mad design of noted teratologist Xultich? Only the most learned of sages could say with any certainty. What is known is that the staguar is a fierce predator, stalking and killing their prey to take back to their lairs.

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The shape of the typical staguar male is that of a great stag with a mighty rack of horns it uses to gore it’s opponents. Instead of hooves, the long legs end in claws and it’s face has the feline predatory mien of it’s jaguar ancestors. The female staguar have less pronounced horns and juveniles almost none at all, with a corresponding dice chain reduction for that attack. Their coloration is typically spotted, but rumors persist of a more tawny colored “Stuma” in mountainous regions or the larger and more ferocious “Stiger” deep in the jungles.

A fearsome hunter equally at home in plains and forests, the staguar is an implacable predator able to leap from hiding to bring down creatures many times it’s size due to it’s strong jaws and raking claws. Staguars are quite good at stalking their prey. They receive a +8 bonus to sneaking silently and hiding in shadows.

The potentially sorcerous origin of the staguar has manifested in a peculiar way. The combination of jaguar’s roar and stag’s bugle has given the staguar the ability to strike fear into anyone who hears it. When threatened, the staguar can let loose a cacophonous bugling that scares off an attacker or rival. This is treated as the Scare spell cast at +8 on a d16 (see page 191 of the DCCRPG Rulebook). This ability is only present in the male of the species and during the rut season (usually the late autumn) the calls and challenges of adolescent males can make an area almost uninhabitable or gain the reputation for being haunted.

Categories: Creature Feature, DCCRPG