Showing posts with label OSR Monster. Show all posts
Showing posts with label OSR Monster. Show all posts

Friday, November 14, 2025

C.H.U.D. For Nightshift Veterans of the Supernatural Wars Rpg or Amazing Adventures Rpg

  C.H.U.D. (Cannibalistic Humanoid Underground Dweller)



A C.H.U.D. is a horrifying, gaunt humanoid with glowing eyes and razor-sharp teeth. They are naked and coated in a thin layer of grime and filth from the sewers they call home. They possess an unnatural speed and an insatiable hunger for fresh meat.
ACHDAttDamMVSVMLALXP
6 [13]3+12 (claws) or 1 (bite)1d4+1 (claws) or 1d6+1 (bite)40' (land), 20' (crawl)P10CVaries
 Attributes
  • STR: 14 (+1)
  • DEX: 16 (+2)
  • CON: 15 (+1)
  • INT: 5 (-2)
  • WIS: 8 (-1)
  • CHA: 3 (-3)
Combat
C.H.U.D.s are frenzied combatants, attacking with a pair of quick claw swipes or a vicious bite. They rarely fight fair and prefer to gang up on single targets.
 Special Abilities
  • Glowing Eyes: A C.H.U.D.'s eyes glow with an eerie light, visible up to 60 feet in darkness. This is a tell-tale sign of their presence.
  • Amphibious: C.H.U.D.s are entirely at home in water and can hold their breath for a number of rounds equal to their Constitution score (15 rounds).
  • Surprise: Due to their skill at blending into shadows and urban detritus, C.H.U.D.s are difficult to spot. They surprise opponents on a 1-3 on a d6.
  • Darkvision: C.H.U.D.s can see in complete darkness up to 60 feet.
  • Toxic Environment Adaptation: They are immune to the effects of common urban toxins, gasses, and most non-magical diseases and poisons found in sewers and dumps.
  • Pack Tactics (Optional Rule): When fighting in groups of three or more, C.H.U.D.s gain a +1 bonus to hit rolls against targets that are engaged in melee with another C.H.U.D.

Thursday, November 13, 2025

Q the Winged Serpent For Nightshift Veterans of the Supernatural Wars Rpg

 Q the Winged Serpent (Avatar of Quetzalcoatl)



This version of Q is less a benevolent god and more a primal, ancient predator, an avian serpent that has found a modern urban environment perfectly suited for hunting and nesting. It is an avatar summoned through dark magic, a brutal god feeding on fear and human sacrifices in the concrete jungles of modern cities.
Appearance
A massive flying lizard/serpent hybrid, forty feet from snout to tail, with a wingspan of over sixty feet. It is covered in dark, scaly skin and sparse, ragged feathers. Its eyes glow with a malevolent, ancient intelligence. It is often seen clutching a screaming victim in its sharp talons as it circles the high towers of its urban nest.
Stat Block
Vit/Vit Dice: 12d10 (65 Vit)
DV: 10
Move: 30 ft., Fly 90 ft.
Attacks: 2 (Bite, Talons) or 1 (Wing Buffet)
Special Abilities
  • Immune: Acid, Fear effects
  • Resistances: Piercing Damage (takes half damage from conventional small arms fire)
  • Swoop Attack: Q can use its high movement speed to dive at prey. If Q moves at least half its fly speed in a straight line before attacking with its talons, the attack deals an additional 2d10 damage.
  • Snatch and Grab: If Q hits with a talon attack, it can attempt to grapple the target. If successful, Q can fly away with the victim (speed halved). Grappled victims must make a Mobility Save (DC 15) to escape the powerful talons.
  • Bite: Melee Attack. Add +12 to the attack roll (due to 12 Vit Dice) vs the target's DV. Damage is 3d10 piercing damage.
  • Talons: Melee Attack. Add +12 to the attack roll vs the target's DV. Damage is 2d12 slashing damage.
  • Wing Buffet (Area Attack): Q can beat its massive wings as an action. All creatures in a 15-foot cone must make a Mobility Save Check (DC 14) or take 2d8 bludgeoning damage and be knocked prone.
Weaknesses
This avatar form is bound by the specifics of its summoning and requires constant sustenance to maintain its physical presence.
  • Tethered to the Summoner: Q cannot stray too far from the high priest or warlock who summoned it. If the summoner is killed or the ritual is broken, Q becomes temporarily disoriented, making all its attacks suffer a -4 penalty for the remainder of the encounter, and it will attempt to retreat.
  • Vulnerable Nest: The creature has a specific nesting location (like the spire of the Chrysler Building in the film). Destroying its eggs or disrupting its nest can enrage the creature, drawing it away from its current prey and making it predictable.
  • Physical Vulnerability: Unlike a true god, this avatar is a physical creature. While resistant to small arms, heavy weapons, explosives, and high-caliber anti-material rifles can inflict full damage. It can be killed permanently if its vitality is reduced to zero.