Monster Stats

The Maintenance Mummy has been Unleashed!

Written by Rohan on April 28, 2012

Ever wonder how all the traps in a dungeon seem to work against the PCs, no matter how long the ruins they are in have been left untouched? Ever wonder who resets traps in between adventurers trying to raid the crypt for fortune and glory? So did we.

We bring you, the Maintenance Mummy! Inspired by an addition to a game by Dave Baymiller, the Maintenance Mummy is part of our Diabolical Traps series. This addition from Zuul-Tem the Necromancer discusses the usefulness of the Maintenance Mummy as well as some other notes to would-be users. As always with the Diabolical Traps series, it is triple-stated for Savage Worlds, Ingenium, and Æther!

Get it today, it’s free!

Silver Gryphon Games Store

DriveThru RPG

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Gryphon Mastiff

Written by Rohan on December 6, 2011

HP: 10d8
Num: 1 – 2
Spd: 4 (ground) 8 (flying)
Dmg: 3d8 (claws), 2d6 (bite), Slam (see below)
Def: 6
Soak: 14
CL: 10

Gryphon Mastiffs are the largest of all of the gryphon sub-species. They are thought to be the progenitor of the various gryphon breeds, but that is the subject for academics, not for those that hunt or train them. Mastiffs stand 16 feet tall at the front shoulder, and can easily peak in up to 4th story windows if standing on their hind legs. They have a wing span of nearly 100 feet, and their powerfully muscled leonine bodies can weigh in upwards of 4000 pounds.

(more…)

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Plant: Auberran

Written by Ben Overmyer on November 4, 2011
HP:  6d8
Num:  1d4
Spd:  3
Dam:  1d8
Def:   5
Soak:  10
CL:  9

At first glance an auberran may be mistaken for some form of undead, or perhaps even a bizarre form of golem or other magically-made automaton; it is a bulky figure of bone and brass and foliage, clutching a staff wreathed in withered vines and cloaked in voluminous, dirty white robes.  Closer inspection reveals the truth – the skeletal frame is nothing but a support for the mass of twisting, sodden greenery, tinged with crimson and violet and rearing up where a skull should be in a coiled knot of swollen stems and a single glaring eye.  This foliage is the true auberran.

In combat an auberran strikes with its staff, inflicting 1d8 hit points of damage.  By far its preferred tactic, however, is to use its Curse of Verdance.  A victim of the curse, failing a resistance save, will be riddled with burrowing seeds; within 10-40 minutes the transformation is complete and the victim has become a mass of coiling foliage or a large gourd with trailing vines.  Some 50% of the curse’s subjects retain sapience and may be restored through the usual means of curse removal.

An auberran takes no damage from mundane weapons.  Runed and Shaped weapons cause normal damage. Fire causes half again as much damage, but it is immune to cold.

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