I got my copy of the Deities and Demigods when I was 13 as one of the best Christmas gifts my mother ever got me: the Players’ Handbook, Dungeon Master’s Guide, Monster Manual, Fiend Folio, and Deities and Demigods. That was before I actually read any Lovecraft. I know now that the Deities and Demigods depiction of Lovecraft was very different from any way I would represent his writing, but the impact of the original write up and the gonzo art of Erol Otus that accompanied most of the entries had a big impact on me.
I pulled out my copy of Deities and Demigods and have adapted the Cthulhu Mythos monsters (ignoring the psionics entry in each entry) and present them here — bad Lovecraft adaptation or not.
These giant furry bat-like creatures have humanoid legs that
enable them to stand like men. They can be summoned by clerics of Hastur. They
are intelligent, telepathic, and will obey those who carry the Elder Sign or
who appeal successfully to Hastur.
Large Outsider Chaotic
Evil
Armor Class: 11
Hit Points: 75
(10d10 +20)
Speed: 20
ft, fly 60 ft
STR 14 (+2); DEX 13 (+1); CON 15 (+2); INT 10
(+0); WIS 10 (+0); CHA 6 (-2)
Skills: Perception
+4
Senses: Darkvision
60 ft., passive Perception 14
Languages: Common
Teleport: Byakhee may teleport throughout the Material Plane at
will, carrying human beings with them on their backs or in their talons.
Telepaths: Byakhee may communicate with intelligent creatures with their minds.
Actions
Multiattack: Byakhee
may make two attacks with their claws
Claws: +6 melee weapon, reach 5 feet, 7 (1d10+2) slashing
damage and target is grappled.
Cthuga’s Flame Creature
These creatures appear to be large flaming amoebas with
tentacles that appear to be flames coming from their bodies. One of their
function is to appear when the god is supposed to appear but is too busy or
chooses not to come.
Large Outsider Chaotic
Evil
Armor Class: 16
Hit Points: 88
(16d10)
Speed: 30
ft, climb 30 ft
STR 10 (+0); DEX 15 (+2); CON 10 (+0); INT 10
(+0); WIS 10 (+0); CHA 3 (-4)
Senses: Darkvision
120 ft., passive Perception 10
Damage Immunity: Bludgeoning, Piercing or Slashing damage from
non-magical weapons.
Languages: Common
Aura of Heat: all who start or end their turn within 20 yards
of the Flame Creature take 2d10 points of fire damage.
Magic Resistance: Flame Creatures have advantage to saving
throws made agains spells and magical effects.
Actions
Heat ray: +6 melee weapon, reach 5 feet, 7 (1d10+2) slashing
damage and target is grappled.
Deep Ones (servants of Cthulhu)
The Deep Ones are humanoid, amphibious man-fish, cold-blooded
creatures of great strength. They can attack with their clawed, webbed hands or
wield weapons. They live near the land on ocean shelves and are able to travel
to the land at any time for as long as they wish.
They have been known to interact with evil humans and
interbreed with them. This results in human-appearing offspring who undergo a
gradual transformation after the age of 21 that causes them to become the Deep
Ones who spawned them. The Deep Ones are souless and apparently immortal.
These creatures promote evil in preparation for their master
Cthulhu’s return. THey do this by collecting treasures from the sea and using
them as funds to spread the cult of Cthulhu and the Great Old Ones.
While you could just substitute the stats for other fish-men
like the Sahuagin or Kuo-toa for Deep Ones, here is an attempt to adapt the
Deep Ones from Deities and Demigods:
Medium Monstrosity
Chaotic Evil
Armor Class: 14
(hide)
Hit Points: 45
(6d8 +18)
Speed: 30
ft, swim 60 ft
STR 18 (+4); DEX 10 (+0); CON 16 (+3); INT 12
(+1); WIS 12 (+1); CHA 6 (-2)
Skills: Arcana +4,
Perception +4
Senses: Darkvision
90 ft., passive Perception 14
Languages: Deep One,
Common
Actions
Claws: +7 melee weapon, reach 5 feet, 7 (1d6+4) slashing damage
and target is grappled.
Spear: +7 melee weapon, reach 5 feet, 7 (1d6+4) piercing damage
or 8 (d8+4) piercing damage if used two-handed, range 20ft/40ft if thrown
Great Race
These creatures populated the world eons ago and their cities
still exist buried in deserts and other out-of-the-way places. They had a
highly advanced scientific civilization, but with psionics rather than magic.
When their civilization was destroyed, some of them were frozen in time, and
these are occasionally discovered. The Great Race are tall cones, ten feet wide
at the base, with four ten-foot long tentacles at the top. Two tentacles end in
lobster-like claws, one in trumpet-like ears, and one in a glob with three eyes
along its circumference with a set of manipulating tentacles depending from it.
The relationship, if any, between the Great Race, the Old Ones, and the elder
gods is unclear. Humans discovering and freeing them are sometimes rewarded
with gifts of knowledge.
Large Monstrosity Lawful
Neutral
Armor Class: 14 (hide)
Armor Class: 14 (hide)
Hit Points: 52
(8d10 +8)
Speed: 40
feet
STR 12 (+2); DEX 14 (+2); CON 13 (+1); INT 15
(+2); WIS 14 (+2); CHA 10 (+0)
Skills: Arcana +7,
Investigation +7, Perception +7
Condition Immunity:
charmed, frightened
Senses: Passive
Perception 17
Languages: Great
Race
Actions
Multiattack: Great
Ones may make two claw attacks in a single round.
Claw: +7 melee weapon, reach 10 feet, 8 (1d8+2) slashing
damage.
These red, bat-winged creatures somewhat resemble lobsters in
that they have many legs, feelers, and eyestalks, and forearms that end in
great pincers. Though they appear to be crustaceans, they are actually fungus
creatures. Mi-go are immune to the effects of cold, dark and vacuum and can fly
across interstellar space. They cannot speak, but communicate by clicking their
pincers.
Though they may seem unintelligent monsters, Mi-go are actually
very intelligent and have access to advanced technology, such as desiccating
rays and the ability to surgically extract and preserve brains.
Large Outsiders Chaotic
Evil
Armor Class: 16
(hide)
Hit Points: 52
(7d10 +14)
Speed: 20
feet, 30ft flying
STR 12 (+1); DEX 14 (+2); CON 15 (+2); INT 13
(+1); WIS 12 (+1); CHA 6 (-2)
Skills: Arcana +4,
Investigation +4, Perception +4
Condition Immunities:
charmed, exhaustion, frightened, poisoned
Damage Resistance:
acid, cold
Senses: Darkvision
90 feet, Passive Perception 14
Languages: Mi-go
Fungal Fortitude: Mi-go do not need water, food, or air.
Actions
Multiattack: Mi-go
may make two claw attacks in a single round.
Primordial One
These creatures are barrel-shaped cylinders with membranous
wings. On top of their bodies is a head covered by three-inch wiry cilia of
many colors. At the top of their bodies they have 5 red–irised, stalked
globular eyes and 5 mouthed tentacles. At the base of their bodies are five
powerful tentacles used for mobility.
The primordial ones are actually an alien race of high
intelligence and advanced science. They hate all other types of intelligence
and seek to destroy them if possible, striking with three of thei powerful
walking tentacles if no advanced weaponry is available.
Large Monstrosity Chaotic
Evil
Armor Class: 14
(hide)
Hit Points: 75
(10d10 +20)
Speed: 40
feet, 30ft flying
STR 12 (+1); DEX 14 (+2); CON 15 (+2); INT 13
(+1); WIS 12 (+1); CHA 6 (-2)
Skills: Arcana +4,
Investigation +4, Perception +4
Condition Immunities:
charmed
Damage Resistance:
cold, fire
Senses: Darkvision
90 feet, Passive Perception 14
Languages:
Primordial One
Actions
Multiattack:
Primordial Ones may make three tentacle attacks in a single round.
Tentacle: +7 melee weapon, reach 5 feet, 5 (1d6+2) bludgeoning
damage.
Shoggoth
Originally created by the Primordial Ones as servants, the
shoggoths eventually rebelled and destroyed the civilization of their masters.
Shoggoths resemble huge, intelligent amoebae, able to form almost any shape out
of their near-transparent bodies, including legs, eyes, mouths, huge weapons or
whatever is needed. The few remaining Shoggoths lure in distant, long-deserted
cities, sometimes aiding servants of Cthulhu or other Great Old Ones.
Large Monstrosity Chaotic
Evil
Armor Class: 14
(hide)
Hit Points: 52
(20d10 +14)
Speed: 20
feet, 30ft flying
STR 16 (+3); DEX 10 (+0); CON 15 (+2); INT 8 (-1);
WIS 10 (+0); CHA 2 (-4)
Condition Immunities:
charmed, exhaustion, frightened, paralyzed, poisoned.
Senses: Darkvision
90 feet, Passive Perception 14
Languages:
Primordial One
Magic Resistance: Flame Creatures have advantage to saving
throws made agains spells and magical effects.
Actions
Multiattack:
Shoggoths may make two pseudopod attacks in a single round.
Pseudopod: +13 melee weapon, reach 10 feet, 19 (3d10+3)
slashing damage.
No comments:
Post a Comment