Check out this madness. I have been playing it on and off for a few years, and finally achieved a 3-rune victory a few months back with a troll berserker who worshipped Jivya, the god of slimes (I know right?!). I have 28 dead characters to show for it.
For life. |
Some of the monsters in Crawl are too good not to stat up for my game. Luckily, the wiki has info for quite a few of them, making adaptation easy. I just looked up the Crawl stats for monsters D&D already had numbers for until I got a base of comparison: goblins, skeletons, orcs, giants, trolls, dragons and many other Crawl monsters already exist in D&D. The monsters that don't, though, are some pretty neat stuff.
Based on perusing the stat blocks, it seems like hit dice run high at the top end in Crawl with things like Pandemonium Lords and the most powerful demons (this is to be expected, as characters go up to level 27), while the low-level monsters are on par most of the time. AC is a bit tougher to port directly, since Crawl separates it from EV (evasion) and SH (shielding), but mostly it looks like Labyrinth Lord AC is in the ballpark of Crawl's AC+EV.
Watch out for the mermen. |
So here are Labyrinth Lord stats for a few of the cool and weird monsters that I'm using from DCSS. I don't use the classic demon/devil split, I'm mean the term 'demon' much more broadly to refer to any monsters from a real crap dimension.
NEQOXEC
"A weirdly shaped demon, pulsing and shifting with mutagenic energies, its belly distended with the devoured brains of its victims."
Malmutate: One victim in line of sight. Save vs. Petrification or gain one random mutation. Roll on whatever chart strikes your fancy, I am working one up right now that I'll try to post later on.
Brain Feed: One victim in 80' (line of sight is not necessary, but the Nequoxec must be aware of its target). Save vs. spells or lose 1d3 points of intelligence. Restoration or similar magic will heal this, or regain 1d6 lost points when gaining a level.
Summon Minor Demon: Summons 1-3 low-ranking demons under the Neqoxec's control. Imps, quasits, pick anything of 1-2 HD from your own list.
I have never fought the Neqoxec in Crawl, they hang out in Pandemonium and a few other places I've never been. Don't screw around with these guys, the Malmutate ability will take your adventuring career down a dark turn real fast.
CHAOS SPAWN
"A being of pure chaos, its form is constantly shifting, growing and then losing eyes, mouths, claws and tentacles. It corrupts everything it touches."
No 1-3, AL C, Mv 120’ (40’), AC 18, HD 6, Att 1d10, Sv Dwarf, ML 12, HC -, XP 820
Chaos Touch: All their melee attacks roll randomly for damage type (fire, cold, acid, whatever exists in your game) and an additional wild magic or random spell effect. I suppose I'll have to whip some tables together if I want to use these guys.
Chaos Dust: When destroyed the chaos spawn will explode into clouds of dust and smoke (2d10' radius) as their essence diffuses. Anyone stepping into this cloud or breathing in its vapours is affected as if by the chaos spawn's melee attack (roll on the same chart).
These guys crop up in the Abyss and other places. I will probably just use them as summoned monsters, or maybe as the results of wizardly tampering.
SOUL EATER
This demon looks like a malignantly shifting shadow gliding through the air. It radiates an intense aura of negative force.
Human-sized. Standard demon/outsider immunities. Vulnerable to holy weapons.
Life Drain: The soul eater can gaze at a group of enemies in a 60 degree cone. All victims in line of sight take 1d10 damage as their bodies are withered and blighted, healing the soul eater for half the total damage dealt. Save vs. breath weapon for half.
Experience Drain: The soul eater's melee attacks suppress the victim's spirit, making them weaker, slower and stupider. XP lost equal to damage dealt x100. Keep track of this damage, and it will gradually heal as the character gains experience again: every two points of XP gained will heal 1 point of XP damage from the soul eater.
A slightly nicer version of classic level-drain. Maybe I might put this on some wights too, and then just strew them around everywhere?
DEMONIC CRAWLER
A hellish insectoid creature with a long and bloated body, supported by dozens of short jointed legs and topped with an almost human head.
16'+ long. Standard demon/outsider immunities. Vulnerable to holy weapons.
Just a big mean ugly millipede-man thing.
EXECUTIONER, aka BLADE WHEEL
A horribly powerful and swift demon, its shape obscured by a cloud of swirling scythe-like blades.
Ogre-sized. Standard demon/outsider immunities. Vulnerable to holy weapons.
Pain Ray: A single enemy within line of sight takes 1d12 damage as waves of agony wrack their body. Automatically hits, no save.
Speed Wheel: Self only. Move 50% faster and 1 extra attack per round. Lasts for 10 rounds.
If Dark Souls taught me anything, it's that spinning things are always terrible.
*****
Some of these guys are really tough, I would be careful when I throw them at my players. A few I toned down from the Crawl version, just because they seem fun and I want to use them more often. And this is just a few monsters from ONE region of the game! There are plenty more (terrifying demons) to adapt, which I'll do in future posts.
Now jam this next time your PCs are getting MUTATED:
Now jam this next time your PCs are getting MUTATED:
These are great! I've been thinking about stealing a few magic items from DCSS, especially evokables like the Fan of Gales and scrolls like Magic Mapping.
ReplyDeleteYou know that's not a half-bad idea! Maybe that disc of storms so your players can lightning-bolt themselves to death in a tight spot *trollface*
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