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John Biles

Thirteenth Age Glorantha Creatures

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This thread will hold various creatures as I create them.

Dara Happan Lunar Footman Officer
More experienced, he leads the unit and expects his orders to be obeyed.  He's better aware of the strengths of non-Dara Happans than the rest of his forces.  
Level 2 Leader  [human]
Initiative:
+7


Heartland One-Handed Spear  +7 vs AC - 7 damage

R Brace of Javelins +8 vs AC - 5 damage and the next ally to attack the target gets +2 to hit.  

Command Trooper - He can give one of his actions to an ally within nearby; the ally adds +2 to any rolls he makes when obeying the order.  This uses up whatever kind of action he is giving.  

AC 18
PD 16         HP 36
MD 12

Dara Happan Lunar Footman Veteran
An experienced warrior who has learned more about spear fighting than most people ever will.  But not enough about leading to take charge.  
Level 3 Blocker  [human]
Initiative:
+6


Spear +8 vs AC - 10 damage

  • Natural Even Hit:  He can either pop free from his foe (pushing the foe away) or inflict dazed (save ends).  
  • Miss:  An unengaged ally can move to join him in the engagement as a free action.  

Coordinated Assault - Three Veterans can attack the same target together, using their standard actions.  This is +12 to hit - 30 damage.  Clever players will find ways to break up the formation.  

R:  Hurled Javelin +6 vs AC - 8 damage


AC 20
PD 16         HP 45
MD 12

 

Dara Happan Lunar Champion
This warrior is strong in the power of one of the warrior gods of the Dara Happans, like Yelmalio.  He is confident of his own superiority to others.  
Level 4 Wrecker  [human]
Initiative:
+9


Spear +9 vs AC - 14 damage

  • Natural Even Hit:  He inflicts 10 ongoing fire damage (save ends)
  • Miss:  4 fire damage  

R:  Arrows of Flame +7 vs AC - 10 fire damage

Resist Fire 12+

Nastier Specials:

  • Anti-Rebel Blessing:  He gains Resist Lighting 12+ if he's expecting to fight storm tribe folk.  
  • Starfall:  1/Battle:  R:  +7 vs PD (1d3 nearby targets):  +7 vs AC - 10 fire damage and 10 ongoing fire damage (save ends)


AC 20
PD 16         HP 54
MD 16

 

 

Edited by John Biles
I somehow missed the Dara Happans in the core, so I totally redid these guys!
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For me, this illustrates the weakness of the 13th age system in Glorantha. I want my NPCs to be the same as PCs but run by the GM, so they should have classes the same as PCs do.

Personally, I am not a fan of having NPC Humans, for example, as Monsters, with very reduced stats. I can see how this might have an appeal, especially as they are short statblocks, are easy to describe and are easy to use.

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15 hours ago, soltakss said:

For me, this illustrates the weakness of the 13th age system in Glorantha. I want my NPCs to be the same as PCs but run by the GM, so they should have classes the same as PCs do.

Personally, I am not a fan of having NPC Humans, for example, as Monsters, with very reduced stats. I can see how this might have an appeal, especially as they are short statblocks, are easy to describe and are easy to use.

My own experience is that it makes creating adventures and running them way easier, especially if I have to improvise and PCs being what they are, that's often.

I did full stat blocks in 3E and it basically slowed everything to a crawl on the DMing side of things

 

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Junior Ogre
Those who eat human flesh soon find themselves on the road of Cacodemon.  And so this man, once a bandit, now hungers for man-meat.  And Cacodemon rewards his hunger.  The most dangerous thing about him is that he still looks totally normal; the chaos is inside him.
3rd level wrecker  [humanoid]
Initiative:
+8


Spear +7 vs. AC—10 damage

  • Miss: The next time the Ogre attacks this battle, it gains an attack bonus equal to the escalation die.

R: Thrown javelin +6 vs. AC—7 damage

Strength of the Foe:  If the Junior Ogre reduces a foe to 0 HP, he heals 12 HP and gains +2 to hit and adds +2d4 damage for the rest of the fight.  

AC 18
PD 16   HP 45
MD 12

 

Experienced Ogre
Whether he was raised by flesh-eaters or whether he has just survived a long time as an ogre, he now possesses serious power given him by Cacodemon.  And you're next on the menu.  He's smart enough to flee if you hurt him enough, though.  He no longer looks entirely human, though he can fake it for a time.  
6th level wrecker  [humanoid]
Initiative:
+11

Blood-stained Cleaver where the stains form disturbing runes +11 vs. AC—21 damage

  • Even Hit:  10 ongoing damage (save ends) 
  • Miss: The next time the Ogre attacks this battle, it gains an attack bonus equal to the escalation die.

R: Thrown javelin +9 vs. AC—18 damage and stuck (save ends).  He can use this as an opportunity attack if you disengage from him.  

Strength of the Foe:  If the Ogre reduces a foe to 0 HP, he heals 24 HP and gains +2 to hit and adds +2d8 damage for the rest of the fight.  

Minor Chaotic Feature:  Roll one Minor Chaotic Feature.  

Mask of Innocence:  DC 25 to tell he is chaos-tainted, until he attacks.  

AC 21
PD 19   HP 90
MD 15

 

 

Chaos Runelord Ogre
Thankfully, ogres of this power level are rare, but you're the sort of hero who encounters this kind of foe, or you need to fire your DM.  He can fake normality but rarely does so, in part because few can stop him.  
9th level Large wrecker  [humanoid]
Initiative:
+11

Knife-like Claws and Teeth +14 vs. AC—100 damage

  • Even Hit:  15 ongoing damage (save ends) 
  • Miss: The next time the Ogre attacks this battle, it gains an attack bonus equal to the escalation die.

C  Spew Stomach Acid +13 vs. PD (against 1d3 nearby targets)—60 damage and 10 ongoing acid damage (save ends).   

Strength of the Foe:  If the Ogre reduces a foe to 0 HP, he heals 90 HP and gains +2 to hit and adds +4d8 damage for the rest of the fight.  

Blessing of Cacodemon:  He can gain other people's powers temporarily be eating them, so you should give him a special power depending on what he last ate or if he eats someone in-game.  You can roll on the table below if you don't have a good idea.

  1. He ate an Orlanthi Priest: C Lightning storm +13 vs. PD (1d3  close or nearby enemies)—50  lightning damage and 10 ongoing lightning damage (save ends).   
  2. He ate a Priestess of Kygor Litor:  R: Ancient spirit strike +13 vs. PD—50 cold damage.,  Natural 11+ against first target: The ogre  can target a different enemy with ancient spirit strike
  3. He ate an Elven Warrior:  R Thorn Shot +13 vs AC - 76 damage and hampered (save ends)
  4. He ate a Dwarf:  Pick a resistance, give it to him at 16+
  5. He ate a Yelmalio Warrior:   His stomach acid attack is now *on fire* and also does 10 ongoing fire damage (save ends)
  6. He ate a Duck:  Once per battle, if he misses a foe who has 50 or less HP, he can reroll the attack and take the second result

Chaos Tainted:  Roll one Minor and one Major Chaotic Feature.  

Mask of Innocence:  DC 30 to tell he is chaos-tainted, until he attacks.  

AC 24
PD 22  HP 360
MD 18

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On 5/16/2020 at 2:58 AM, soltakss said:

For me, this illustrates the weakness of the 13th age system in Glorantha. I want my NPCs to be the same as PCs but run by the GM, so they should have classes the same as PCs do.

Personally, I am not a fan of having NPC Humans, for example, as Monsters, with very reduced stats. I can see how this might have an appeal, especially as they are short statblocks, are easy to describe and are easy to use.

I have exactly the opposite opinion. The fact that Runequest NPCs and monsters have those massive stat blocks, most of which will never be used, is a big turnoff. I prefer systems where NPCs have only the numbers that are absolutely required for when they're interacting with players. Many systems that I enjoy don't use stats for NPCs at all.

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7 hours ago, Lysus said:

I have exactly the opposite opinion. The fact that Runequest NPCs and monsters have those massive stat blocks, most of which will never be used, is a big turnoff. I prefer systems where NPCs have only the numbers that are absolutely required for when they're interacting with players. Many systems that I enjoy don't use stats for NPCs at all.

Have to agree with you there. Saves lots of time and can still have a combat involving fun decisions and lots of flavor with those simpler 13A rules. There is an intricate beauty to RQ monster design - all the spells, allied spirits and tactics they involve - but I no longer have the time and free INT to play that way.

I also love the fact that PC feats are "PC only - no monsters allowed" because it makes the PCs that much more special and heroic.

But again, for those who do so much the better. Go to it!

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Babeester Gor Initiate
This angry woman directs her rage at the enemies of the Cult of Ernalda and at the men who did her wrong and probably a lot of other men as well.  Don't ask about what she's drinking, you don't want to know.  
3rd level double-strength wrecker  [humanoid]
Initiative: 
+7


Bloody Axe +10 vs. AC—21 damage

  • Any Hit while she is using the Escalation Die: She now inflicts 5 ongoing damage (save ends)  on the hit

R Stomp the Earth +6 vs PD (one nearby target) - 15 damage and stuck (save ends)

Avenger of Ernalda:  If one of her female allies is injured, she gets to use the Escalation die.  

AC 17
PD 15   HP 90
MD 11

 

 

Babeester Gor Devotee
She's bigger and angrier now, but also picks her targets more wisely.  Then they get wrecked.  
6th level double-strength wrecker  [humanoid]
Initiative: 
+10


Bloody Axe +13 vs. AC—42 damage

  • Any Hit while she is using the Escalation Die: She now inflicts 10 ongoing damage (save ends) on the hit.

R Stomp the Earth +9 vs PD (one nearby target) - 30 damage and stuck (save ends)

Rejuvenating Rage:  Once per battle, when a female ally is reduced to 0, she immediately pops free and charges to attack whoever did it; if she hits, she does +4d8 damage and immediately heals 45 HP.   (Also, see Avenger of Ernalda below)

Avenger of Ernalda:  If one of her female allies is injured, she gets to use the Escalation die.  


AC 20
PD 18  HP 180
MD 14

 

 

Babeester Gor Runelady
She avenges the biggest, ugliest crimes, and is basically a human wrecking machine when she cuts loose.  Don't make her angry.  
9th level double-strength wrecker  [humanoid]
Initiative: 
+13


Bloody Axe +16 vs. AC—100 damage

  • Any Hit while she is using the Escalation Die: She now inflicts 20 ongoing damage (save ends) on the hit.

R Stomp the Earth +12 vs PD (1d3 nearby targets) - 60 damage and stuck (save ends)

Crush the Trapped:  Her critical range improves to 18-20 against anyone who is stuck or immobilized or unconscious.  

Rejuvenating Rage:  Once per battle, when a female ally is reduced to 0, she immediately pops free and charges to attack whoever did it; if she hits, she does +8d8 damage and immediately heals 90 HP.   (Also, see Avenger of Ernalda below)  If her blow reduces the target to 0 HP, this power refreshes.  

Avenger of Ernalda:  If one of her female allies is injured, she gets to use the Escalation die.  

Shield of Ernalda:  Pick one Resistance before the encounter at Level 16+


AC 23
PD 21  HP 360
MD 17

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