Vox Hound (Tunnels & Trolls)

A General narrative about Vox Hounds can be found here. What follows are stats for the game of Tunnels and Trolls.

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Str: 1.1, Con: 1.1, Dex: 1, Lk: 1, IQ: 1.1, Wiz: 1.1, SP: 1, Chr: 1.1.

Height: .6, Weight : .1.25.

Language(s): Vox Hounds speak Canis.

Vox Hounds have the following special qualities.

  • A Vox Hound rolls an extra die 6 when fighting any character that casts a spell on that same round, 2d6 if the spell was cast on the Vox Hound.
  • A Vox Hound has 2 points of natural armor.
  • If a Vox Hound wishes to focus their attacks on a spell caster, she scores all spite damage against that character, adding 1 extra point for each 6 rolled on that round.

Standard Monster Rating: 35.

 

Volozule (Tunnels & Trolls)

A General narrative about Volozule can be found here. What follows are stats for the game of Tunnels and Trolls.

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Str: .75, Con: .75, Dex: .75, Lk: 1, IQ: 1.5, Wiz: 1.5, SP: 1 Chr: 1

Height: 1, Weight: 1

Language(s): Volozule speak The Ur Tongue (or its closest equivalent).

Special Qualities: All Volozule possess the following special abilities:

1) Terrain Morale (Built Environments): Once per game session, a Volozule may choose to add 2 points to a die roll for an action taken within a city, and once more per game session, they can add 2 points to a die roll made in a built environment (e.g. building, a ship, or a dungeon carved and shaped by sentient creatures). Yes, these bonuses can be taken on the same roll.
2) A Volozule counts as if their Dexterity was 3 points higher for purposes of spell casting.
3) Volozule automatically begin with the talents, Architect and Engineer.
4) A Volozule can use a magic effect to temporarily alter the architecture of a building. They must spend an entire turn doing so and spend a variable number of points of Wiz.
– They can alter the size of any non-magical window or door, shrinking it to as little as half its normal size or expanding it to twice its normal size, provided this still fits the building in question. This does not open, close, lock, or unlock the door or window in question. It remains as it was before except for the size. The effect lasts 1 turn per level of the Volozule. This costs 1 point of Wiz +1 per inch of range necessary to include the full effect.
– They can move a non-magical window or door up to 1” per level, providing this does not change the room on either side of the porthole in question. If they attempt to move a porthole too far, it moves only as far as it can without leaving the room in question. This does not open, close, lock, or unlock the door or window in question. It remains as it was before, except for its size. The effect lasts 1 turn per level of the Volozule. This costs 2 points of Wiz +1 per inch of range necessary to include the full effect +1 per inch of movement.
– They can build a staircase or an fixed ladder to any window, doorway, or rooftop on a built structure. The maximum height, width, and length of this new feature is equal to 1” per level of the Volozule. It will be made of the same material as the building itself, or at least one that would fit within the overall structure. The effect lasts 1 turn per level of the Volozule. This costs 3 points of Wiz +1 per inch of range necessary to include the full effect +1 inch of width +1 per inch of height +1 more per inch of length on the ground.
Note that all of these changes happen slowly and harmlessly. Living creatures may easily escape any hazards cause by the changes themselves. How they effect tactical combat is another matter.

Standard Monster Rating: 35.

Mucky Loon (Tunnels & Trolls)

A General narrative about Mucky Loons can be found here. What follows are stats for the game of Tunnels and Trolls.

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Mucky Loon: Str: .25, Con: .5, Dex: 2, Lk: 1.5, IQ: .75, Wiz: .75, SP: 2, Chr: 1.5.

Height: .2, Weight : .2.

Language(s): Mucky Loons speak Avian. They can understand but not speak, Sylvan.

Mucky Loons have the following special qualities.

  • A Mucky Loon has a natural missile attack in the form of an acidic spit. Each time a Mucky Loon does this, a Mucky Loon spends 1 point of her Wizardry, just as if it had cast a spell. It’s range is equal to 1” per point of the creature’s Constitution. The spit does 1d6 in initial damage +1 per level of the Mucky Loon (subject to the normal effects of armor). Note that Mucky Loons of 2nd level or higher can choose to spend extra Wiz points up to their level to increase the number of 6 sided dice they roll for this damage). So, a 4th level Mucky Loon could theoretically spend 5 Wiz points to generate 4d6+4 in initial damage. As this is acidic damage, it continues to burn for 1 round afterwards per point of the Mucky Loon’s Strength, doing 1 point of damage on each of these rounds. Any one trying to stamp out the acid must make a Luck Save at a target equal to the initial attack roll. Doing so without a rag or water, or something else to help remove the acid inflicts a penalty of -3 on the roll.
  • A Mucky Loon can travel at three times the normal rate of speed.
  • A Mucky Loon can make a special Luck Save to avoid damage versus 1 missile or the damage from general combat. To do so it makes a Luck Save against the total damage it would take from the source of damage. Success reduces the damage taken by the Mucky Loon by 1 point + 1 more for every time its total roll can be divided by the damage in question.

Standard Monster Rating: 20.

Bjornwyrd (Tunnels & Trolls)

A General narrative about Bjornwyrd can be found here. What follows are stats for the game of Tunnels and Trolls.

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Str: 3, Con: 3, Dex: .75, Lk: 1, IQ: 1.25, Wiz: 1.5, SP: 1 Chr: 2.

Height: .75 (on all fours), Weight: 3

Language(s): A Bjornwyrd can speak Ursine and the Ice Tongue.

A Bjornwyrd has the following special qualities:

  • Bjornwyrd have 10 points of natural armor.
  • When standing on or near snow or ice, a Bjornwyrd standing effectively count their dexterity as double for the purpose of spell prerequisites.

Standard Monster Rating: 75.

Slow-Starter Weapon

This is a magical weapon designed to grow in power over the course of a battle. In the first round or two of combat, it isn’t that impressive, but in extended fighting, its wielder is likely to become a major force on the battlefield.

D&D

This is an unusual item in that it can take the form of any type of hand-held  weapon, except a projectile missile (though it may take the form of a bow, sling, etc). Once it is taken in hand, it automatically transforms to the immediate preference of the wielder and remains in that form unless she wills it to change. It can be changed once per round, doing so instantly at the will of the user.

On the first round of combat, the weapon is +1 to hit and damage. On the second it is +2; it is +3 on the third, and so on, all the way up to +7 on the seventh round. On round 8, the bonus for the weapon does not change, but it does do an additional d6 in damage on a critical roll. This does not change for the remainder of the combat.

Should combat cease, the weapon loses its benefits at the same pace, first dropping the crit bonus after 1 round without use, then losing a +1 per round until it is down to +1.

Note also that the weapon only works this way if it is used in combat against a real opponent who means to harm them.

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Tunnels and Trolls

This is an unusual item in that it can take the form of any type of hand-held  weapon, except a projectile missile (though it may take the form of a bow, sling, etc). Once it is taken in hand, it automatically transforms to the immediate preference of the wielder and remains in that form unless she wills it to change. It can be changed once per round, doing so instantly at the will of the user.

On the first round of combat, the weapon is normal. On the second it gains 2 adds over and above anything normal for its weapon type; On the 3rd, it adds 4 more total, and so on, all the way up to +20 on the 11th round. On round 12, the adds do not change, but its wielder does do 2 on any spite damage inflicted with the weapon. This does not change for the remainder of the combat.

Should combat cease, the weapon loses its benefits at the same pace, first dropping the spite bonus after 1 round without use, then losing a 2 adds per round until it is down to normal.

Note also that the weapon only works this way if it is used in combat against real opponent who means to harm them.

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Worlds of Hurt

This is an unusual item in that it can take the form of any type of hand-held  weapon, except a projectile missile (though it may take the form of a bow, sling, etc). Once it is taken in hand, it automatically transforms to the immediate preference of the wielder and remains in that form unless she wills it to change. It can be changed once per round, doing so instantly at the will of the user.

On the first round of combat, the weapon is +1 to hit and damage. On the second it is +2; it is +3 on the third, and so on, all the way up to +8 on the eighth round. On the 9th round, the bonus does not change, but the value of the third dice is tripled (instead of doubled) in the event of a critical success on an attack.  This does not change for the remainder of the combat.

Should combat cease, the weapon loses its benefits at the same pace, first dropping the crit bonus after 1 round without use, then losing a +1 per round until it is down to +1.

Note also that the weapon only works this way if it is used in combat against a real opponent who means to harm them.

A Slow-Starting weapon always has the trait of “Stalwart.”

Death Maven (Tunnels and Trolls)

A General narrative about Death Mavens can be found here. What follows are stats for the game of Tunnels and Trolls.

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Str: 1.25, Con: 1.25, Dex: .75, Lk: 1, IQ: 1.1, Wiz: 1.5, SP: .75, Chr: 1.5

Height: 1.75, Weight : 1.25.

Language(s): Death Mavens speak Necrotic in addition to the local human tongue (or Common).

Death Mavens have the following special qualities.

1) Death Maven are averse to bright light.

2) They are considered undead.

3) Any Undead other than a Death Maven does 2 points of damage on any spite roll in the presence of a Death Maven (i.e. whenever they are close enough to be part of the same encounter). This benefit does not stack up in the presence of two or more Death Mavens. It applies only once.

4) If a Death Maven chooses to mentor an ally during the course of a game session, she doubles the benefits gained by that ally at no extra cost of her own.

Standard Monster Rating: 50.

Tsidatsidi (Tunnels and Trolls)

A General narrative about Tsidatsidi can be found here. What follows are stats for the game of Tunnels and Trolls.

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Str: .9, Con: .9, Dex: .9, Lk: 1, IQ: 1.5, Wiz: 1.5, SP: 1 Chr: .1.25

Height: .75, Weight: .75.

Language(s): Tsidatsidi speak Sylvan (or elven).

Special Qualities:

1) Tsidatsidi can speak with plants.

2) Tsidatsidi get a bonus of +2 to all rolls for creating visual artwork.

3) Tsidatsidi suffer 1 point of Con damage for every 24 hours without at least 4 hours outdoors when the sun is out. Note that fog, rain, and other natural phenomena that might block the sun are not a problem. Staying indoors or underground is.

4) The blood (in other words, sap) of a Tsidatsidi can serve as a natural salve. A Tsidatsidi can naturally generate 1 point of healing per level per game session by releasing a small amount of her blood and smearing it on a wound. It takes a full round to do 1 point. If anyone forces her, she takes a point of damage when this is done. If a Tsidatsidi is killed an her blood is harvested, it can be used to generate up to her Wiz in healing. Note that the healing power must be used immediately (within 1 minute per level of the Tsidatsidi) upon being separated from her body.

Standard Monster Rating: 20.

Inuli for (Tunnels and Trolls)

A General narrative about Inuli can be found here. What follows are stats for the game of Tunnels and Trolls.

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Str: .75, Con: .75, Dex: .9, Lk: 1.5, IQ: 1.25, Wiz: 1.5, SP: 1 Chr: 2.

Height: 1.25, Weight: 1

Language(s): Inuli speak The Plain Tongue (or its closest equivalent), and they automatically learn 1 regional human language per level. This happens independent of any means of learning extra languages.

Special Qualities:

1) Whenever a character rolls a saving throw, an Inuli can elect to help them. The decision must be made before their saving throw, and it costs 1 point of Wiz. In doing so, the Inuli rolls a die 6 at the same time the other character does. If the result of that roll matches one of the other dice rolled by the player, the player may elect to use that result and discard their own dice, thus giving them doubles on the first roll. The rest of the roll is completed normally. Only one Inuli can do this on any given saving throw, and an Inuli can only do this once per round. If an Inuli is doing this for a character for the first time in that particular game game session, she may spend another point of Wiz to grant a +1 bonus to the roll in addition to the die 6. This decision must also be made before the roll.

2) If an Inuli stays in any given location for a season, all vegetation within that season will be 10% healthier (more lush, taller, etc.) This cannot be compounded with other dice.

3) Inuli never attack others and never roll for combat, but they can assist others in actions she knows will harm others.

4) Inuli do not believe in material wealth, and rarely carry coins. Special: The blue lock of hair of an Inuli may be worn as a Talisman of Health, granting the one carrying it a +3 on all saves against poison and disease.  This Talisman only functions if it is freely gifted by an Inuli, or by someone else to whom it was freely given. Once a lock of Inuli hair is taken by force, by purchase, or by chance, it becomes a worthless lock of blue hair.  Since the lock of hair never grows back once it is given in this manner, Inuli only give it away in exchange for acts of great selflessness or kindness.

Standard Monster Rating: 10.