Bog Witches and Mongrel Knights
Here are some monsters from my new campaign set in a dark, old forest.
Bog Witches
Naturally-mummified restless dead, slumbering under the peat and mud.
HD 2 (7 hp)
Armor Variable
Attacks 2 x Claw (2d6 take lowest)
Movement Variable
Morale 8
Nº Encountered 1d3
- In the ❆ Winter, the Bog Witch is dormant in a state of false-death. Cunning adventurers often attempt to dig up Bog Witches from the peat and take their heads. When the decapitated Witchhead wakes and finds herself at the mercy of her captors, she can be bargained with in exchange of being returned to her body. Watch out for Bog Curses!
- In the ⚘ Spring, the Bog Witch begin to rouse from her slumber. Lethargic and slow (movement as Plate), she strikes as a 1 HD creature and vastly prefer ambushes and traps to direct confrontation. Her mud coating is damp and thick, providing subpar protection (HD as Leather) but great camouflage (5-in-6 to hide in swamp, double chances to surprise) and protection against fire.
- In the ☉ Summer, the Bog Witch is more active (movement as Mail), stalking hunting and striking her quarry as a 2 HD creature. The sun and the heat dry up her mud skin, making her more hardy (AC as Mail) at the cost of her natural camouflage. The Witch becomes terrified of fire as her dessicated skins can easily burst into flames.
- In the ✿ Autumn, the Bog Witch prepares for her long sleep. She can be found vulnerable as she feeds on small forest critters, building her energy reserves for the Winter.
The skull of a Bog Witch, filled with gravel and shaken like a rattle, drowns out any other noise, magical or mundane, in the surrounding area.
Mongrel Knight
Beast-like forsaken knights, warped by the wilds
HD 2 (9 hp)
Armor As Mail
Attacks 1 x Sword (1d6, breaks on a 6);
Attacks 1 x Bite (1d6, only when unarmed);
Movement As Hound
Morale 9 (11 in packs of 4 or more)
Nº Encountered 2d6
Clad in rust-covered platemail, the Mongrel Knight wields his sword with his mouth with ferocious efficacy. Incapable of speech, it makes naught but a sound of heaving and panting, like a hound. It runs on all fours, and is a proficient climber (as 1st level Thief). The Mongrel Knight feeds on flesh and hunts in packs of rabid warriors.
Wearing the armor of a Mongrel Knight grants a +1 to attack and damage rolls. For every week that the user kills another sentient creature while donning the armor, they must Save or suffer the following effects, in order;
- The user can no longer write, but can now run on all fours as fast as when standing up;
- The user can no longer read, but can now wield his sword using his mouth as effectively as using his hand;
- The user can no longer speak, but can now make a second attack per turn;
- The user loses all desire to doff the armor or ever return to civilization. When attacking, the user must Save or attack another avaliable target, friend or foe. The user also re-rolls their HP until they get a value higher than their current max HP. It would be wise to cease playing this character.