Saturday, September 12, 2020

Monster: Water Beast

Water Beast

No. Enc.: 1 (1)

Alignment: Neutral Evil

Movement: 60’ (20’)

Swim: 180’ (60’)

Armor Class: 4/2/0

Hit Dice: 4/6/8

Attacks: See Below

Damage: 1d6/2d6/3d6

Save: F4/F6/F8

Morale: 8

Hoard Class: None

XP: 250/820/1560


Water Beasts also called Wave Monsters are water elementals that are trapped on the prime material plane. Their bodies are comprised of water and resemble finned reptiles with long necks and fanged mouths. They are malicious and enraged by their exile on the prime material plane. They sometimes serve sorcerers in hopes that at the end of their service they will be returned to the elemental plane of water. They are often found lurking in areas of dangerous currents and powerful waves which they use to conceal their presence. 

A favorite tactic of water beasts to pull victims from the shore or from boats. The victim must make an ability check verse DEX or be pulled into the water. In combat water beast will try to batter foes with waves of water. Additional once every other round they can on a successful roll to hit engulf a foe drowning them. The victim must make an ability check verse STR or CON to hold their breath. If they fail they have a 90% chance of drowning. Water Beasts may not be further than 50’ from a source of water. If separated from a body of water they will evaporate and die in 1 hour.

Monster: Sea Mimic

Sea Mimic

No. Enc.: 1 (1)

Alignment: Neutral

Movement: 120’ (40’)

Swim: 120’ (40’)

Armor Class: 9

Hit Dice: 1-5

Attacks: 1 (weapon)

Damage: 1d6 or by weapon type

Save: F3

Morale: 7

Hoard Class: X

XP: 16-500


Sea Mimics are able to take on the form of any aquatic animal. The aquatic animal they mimic must be of a creature with a number of HD equal to the sea mimic or fewer. They take on the physical abilities, attacks, and damage but retain their intelligence. They can maintain this form indefinitely. It is not uncommon for sea mimics to maintain an aquatic animal form for years. In its natural form they look like beautiful perfectly proportioned humans. 

They are intrigued by human societies and join them for a time until an intense yearning compiles them to return to the sea. Sea Mimics are able to mate with humans. The offspring of mimics and humans must enter the sea within one hour of birth or loose the ability to mimic sea animals. Those that do not are forever locked in their human forms. 

Sea Mimics live for 100 years and spend most of their lives in the sea in the form of one animal or another. They can speak common, the language of water elementals, and can communicate with all sea animals. 

Saturday, September 5, 2020

Class: Milimilis

The pair of painted Milimilis in gaudy clothing capered about blowing kiss and whispered sweet temptations into the ears of passing soldiers. The Milimilis’s coy pats and congratulations concealed the thief of military plans and pocket plunder. A small price to pay for the boost in the soldier’s morale.


I will be stating the Milimilis as a playable class in Labyrinth Lord AEC RPG.


The Milimilis class is a variation of the thief class. The Milimilis are by profession prostitutes but that is not all they are. They are entertainers, courtesans, spies and thieves. Due to the constantly changing nature of their profession milimilis must be chaotic aligned. The class is composed mainly of humans but any demi-human can joins its ranks. Milimilis can be of any sex and orientation.


Island sociality does not frown on their profession and is neutral towards them. But during festivals and celebrations they are hire to amuse and entertain. During more sober times of the year the wise Milimilis are consulted in the matters of love and lovemaking. They have access to all levels of society and are not bound by island hierarchy. Milimilis have their own secret language of hand gestures which is incomprehensible to others. 


Because of their profession Milimilis and its required garb they can only wear padded and leather armor and they usually conceal this. The do not use shields of any kind. They can use most weapons. They prefer weapons they can conceal. Milimilis have class specify weapons called Milimilis hairpins which deal 1d4+1 damage and are akin to a dagger. These strongly fashioned weapons can be concealed.


Requirements: DEX 12, CHA 15

Prime Requisite: CHA

Hit Dice: 1d4 or (1d6 if Advanced HD is used)

Maximum Level: 15


Additional Abilities

Milimilis gain the following abilities as they progress in levels:


Reaching 3rd Level: Milimilis can effect the morale of any demi-human or humanoid they wish. By their antics they -4 bonus or +4 penalty targets morale checks. 


Reaching 6th Level:

A Milimilis have 2d6 contacts in society that can provide information and assistance when called upon. These contacts will assist once a week. If pressed for more than that the contact will refuse being the imposition. 


Reaching 9th Level: When a Milimilis attains level 9 they can establish a house of negotiable affections and 2d6 Milimilis 1st level apprentices will come to work with the character. The apprentices are loyal as long as they are receiving training and a fair share of proceeds. If treated badly they will abandon and perhaps rob the character.


Milimilis Skills: Milimilis share many of the skills as thieves do such as Pick Locks, Pick Pockets and Hide in Shadows. They have the below three unique skills:


Secrets: A Milimilis due to ability to enter all levels of society they will know secrets and lore which may prove useful. This can take the forms of obscure knowledge or actual secrets. Once per day a successful roll results in the Milimilis recalling a secret. Note if the Milimilis is not specific as to what they are wanting to recall then the Labyrinth Lord is free to provide whatever is applicable give the situation.


Disguise: A Milimilis is adept at make-up and clothing and can make themselves appears as another person of the same race or a a different race of demi-human. 


Distract: A Milimilis can distract an individual, group or monster by performing causing them to loose initiative. Effectually foes are last in initiative and are at a -1 to hit and damage due to distraction.



Milimilis Level Progression

Experience

Level

Hit Die (1d4) or advanced (1d6)

0

1

1

1,001

2

2

2,501

3

3

5,001

4

4

10,001

5

5

20,001

6

6

40,001

7

7

80,001

8

8

160,001

9

9

280,001

10

+1 hp only*

400,001

11

+2 hp only*

520,001

12

+3 hp only*

640,001

13

+4 hp only*

760,001

14

+5 hp only*

880,001

15

+6 hp only*

* Hit point modifiers from constitution are ignored



Milimilis Skill Table


Level

Disguise

Distract

Pick Locks

Pick Pockets

Hide in Shadow

Secrets

1

25

17

12

14

12

13

2

28

23

16

17

16

17

3

32

27

18

20

18

20

4

36

31

21

23

21

27

5

40

35

26

33

26

30

6

45

45

31

43

31

37

7

55

55

36

53

36

47

8

65

65

41

63

41

57

9

75

75

51

73

51

67

10

85

85

61

83

61

77

11

95

95

71

93

71

87

12

97

97

57

95

57

90

13

99

99

60

97

60

97

14

103

101

99

99

99

99

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