Posts

Showing posts from November, 2023

MURDER FAMILY (The Monsters Are Our Heroes NPC Villains)

Image
Continuing to produce monster/NPC threats for "The Monsters Are Our Heroes" rpg by Bloat Games based on the creatures form the 2011 film: The Cabin in the Woods. In this article, we have the Murder Family (aka "The Dolls"). The Murder family is a collection of four human-appearing beings wearing fashionable, all-black clothing and blank, white doll masks. They are typically each armed with a knife, but are willing to use any weapons the environment provides to them to accomplish their grisly murders. When asked why they kill, their normal response is “Because you were home.” Otherwise, they tend to remain eerily silent. Inspiration The Cabin in the Woods (2011) Halloween (1978) The Purge (2013) The Strangers (2008) Murder Family (aka The Dolls) Evade 11 Hit Points 15 (2 HD) Armor Points 1 Str +3, Dex +1, Con +3 Int +2, Wis +2 Cha +3 Luck 6 ATTACKS Knife: +3 melee attack (1d6+3 slashing damage) ABILITIES Ambusher: Murder Family members have Advantage on all attack

COMBATICONS (Essence 20 Transformers)

Image
COMBATICONS The Decepticon Spec Ops In a previous posting regarding the Decepticon Army, and its various branches, I mentioned how the various combiner teams were each a special forces division within Megatron’s army. This is especially true of the team known as the Combaticons. These are the elite of the elite… the team that the ‘Cons send in to make sure a job gets DONE! They have a proven track record of success, and when the Autobots hear they have stepped onto the field, they should be quaking in their boots! Which is a darn shame, considering how they get depicted in the cartoon. In the original animated series, the Combaticons only got a few episodes to highlight their abilities in season two. And following the 1986 movie, they only appeared sparingly in season 3 episodes. And in the show, they were basically treated like little more than brutes. Personally, the only TF franchise that I feel has represented the Combaticons fairly and accurately has been the War of Cybertron / Fa

SPYDRA (5th Edition Monster)

Image
 I recently came across this photo on social media, created using Titan Forge: Seeing the possibilities, I quickly knocked out this monster build, based on the 5th edition fantasy rules of the world's most famous rpg. SPYDRA Huge monstrosity, unaligned — Armor Class 16 (natural armor) Hit Points 114 (12d12+36) Speed 30 ft., climb 30 ft. — Str 17 (+3) Dex 14 (+2) Con 17 (+3) Int 2 (-4) Wis 11 (+0) Cha 7 (-2) — Skills Perception +2, Stealth +4 Condition Immunities poisoned Damage Resistances poison Senses Blindsight 20 ft., darkvision 60 ft; passive Perception 12 Languages – Challenge 4 (1,100 XP); Prof Bonus +2 — Multiple Heads. The spydra has three heads. While it has more than one head, the spydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the spydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the spydra dies. At the end of its turn, it grows two hea

The Monsters Are Our Heroes: Tooth Fairy (aka Sugarplum Fairy)

Image
We continue on our course of building monsters from "The Cabin In the Woods" with the Sugarplum Fairy. This monster was featured several times in the film, and was almost summoned to slay the protagonists. Had they allowed the ballerina music box to continue to play its song to the end, the Sugarplum Fairy would have been the monster to appear! This monster build is based on " The Monsters Are Our Heroes " by Bloat Games Tooth Fairy (aka Sugarplum Fairy) Evade 12 Hit Points 5 (1 HD) Armor Points 1 Str -1, Dex 3, Con 0 Int 1, Wis 1, Cha 3 Luck 5 ATTACKS Bite: +3 melee attack (1d4+3 piercing damage) and the target is grappled (escape DC 13). Horrifying Appearance: All creatures Nearby the tooth fairy that can see her must make a DC 13 Wisdom saving throw or become frightened of the tooth fairy. A frightened target can repeat the saving throw at the end of their turn, removing the frightened condition on a successful save. Creatures that successfully save against a to

The Monsters Are Our Heroes: Demon Tree (aka Angry Molesting Tree)

Image
Yes, we have left spooky season, but watching horror movies tends to leave its inspiration behind. And I've always wanted to tackle a project about making bestiary builds for the various monsters to have been featured in the 2011 film "Cabin in the Woods." Thankfully, due to the scene where the cultists were placing bets on what monster would be chosen for the sacrifice, they had a handy whiteboard listing all the monsters in their menagerie.  Today, I am starting with their "Angry Molesting Tree" DISCLAIMER Sexual assault is something that should NEVER be detailed or described in a tabletop game. Please consult with your players and GM during a session zero to make sure everyone's lines and veils are defined. This build is for " The Monsters Are Our Heroes " rpg by Bloat Games. Demonic Tree (aka Angry Molesting Tree) Evade 16 Hit Points 51 (6 HD) Armor Points 3 Str 5, Dex 2, Con 4 Int -1, Wis -1, Cha -2 Luck 5 ATTACKS Slam: +5 melee attack (2d6+5

The Monsters Are Our Heroes: Fresno Nightcrawler

Image
 The Fresno Nightcrawler -- aka the Fresno Alien or the Haunted Pants -- is a modern-day cryptid that has been seen on camera and video footage in the Fresno, California area. Fresno Nightcrawler (aka Haunted Pants) Evade 11 Hit Points 17 (3 HD) Armor Points 1 Str 2, Dex 0, Con 1 Int -2, Wis 0, Cha -1 Luck 3 ATTACKS Fearsome Presence: As an Action, the Fresno Nightcrawler can exude an aura of terror. Each creature within Nearby distance and aware of the nightcrawler’s presence must succeed on a DC 10 Wisdom saving throw or become frightened until the end of their next turn. Kick: +2 melee attack (1d8+2 bludgeoning damage).  ABILITIES Immunities: As the Fresno Nightcrawler has no apparent eyes or other sensory organs, it is immune to sensory attacks. It cannot be blinded or deafened. Pounce: If the Fresno Nightcrawler moves straight toward a Nearby creature and then hits it with a kick attack on the same turn, that target must make a DC 12 Strength saving throw or be knocked prone. If