Category Archives: S&W Bestiary

S&W Bestiary: Pyroceros

Wherein your humble scribe presents a new monster for Swords & Wizardry (Core Rules), the Pyroceros.

A Pyroceros looks much like a normal rhinoceros, except that its horn is composed of a powerful, ever-burning magical blue flame. Strikes by this horn have a 50% chance of igniting any flammable material worn by the unlucky victim. Characters wearing or holding an ignited item will suffer an additional 1d6 damage from the burning for 1d4 rounds or until they rid themselves of the burning material.

Pyroceros: HD 9; AC 4 [15]; Atk 1 flame horn (3d6) or 2 trample (2d4/2d4); Move 12; Save 6; CL/XP 11/1700; Special: only take half damage from fire-based attacks, burning damage continues after successful horn attack.

S&W Bestiary: Kuk Bhan Naong

Wherein your humble scribe presents a new monster for Swords & Wizardry (Core Rules), the Kuk Bhan Naong.

Found near rivers and coasts in tropical climates, Kuk Bhan Naong are incredibly large amphibious snails with brightly-colored shells that are as hard as steel. These bizarre creatures attack by launching a single harpoon-like tooth from their mouths, delivering a paralyzing poison to their victims (save at -2). The paralysis caused by Kuk Bhan Naong poison lasts for 3d6 turns and they may launch this attack to a distance of 30′.

Kuk Bhan Naong: HD 9; AC -1 [20]; Atk 1 sting or 1 bite (1d6 + paralysis or 1d8); Move 6; Save 6; CL/XP 12/2000; Special: paralyzing poison, half-damage from piercing weapons.

S&W Bestiary: Cairn Witch

Wherein your humble scribe presents a new monster for Swords & Wizardry (Core Rules), the Cairn Witch.

A Cairn Witch is a fearsome, evil hag-like being that haunts the areas around burial mounds and sites of ancient battles. These creatures possess powerful spell-casting abilities, which they use to great effect. Treat cairn witches as 7th level magic-users. A cairn witch will normally do its best to use its arcane powers to sow discord among an adventuring party, endeavoring to drive the group apart so that its individual members are easier targets for her wrath. Though they are not undead, cairn witches may be turned as though they were 12 hit die creatures.

Cairn Witch: HD 7; AC 4 [15]; Atk 1 weapon or 2 claws (1d4 or 1d3/1d3); Move 9; Save 9; CL/XP 11/1700; Special: spells, 40% magic resistance, half damage from non-magic weapons.

S&W Bestiary: Dung Spider

Wherein your humble scribe presents another new monster for Swords & Wizardry (Core Rules), the Dung Spider.

Dung Spiders are poisonous arachnids roughly the size of two large fists held together. They take their name from the unique way in which they lie in wait for prey. A dung spider curls its long legs in on itself and sits on the ground, appearing to be a small pile of animal feces, biding its time until some unfortunate creature passes close enough for it to strike. When a target comes within 10′ of the dung spider, it uncoils rapidly and launches itself at its victim. The first time a creature encounters a dung spider surprise is automatic. Any future encounters will also result in automatic surprise unless the victim is particularly wary of being attacked by a dung spider.

Dung Spider: HD 1; AC 6 [13]; Atk 1 bite (1d2 + poison); Move 12; Save 16; CL/XP 3/60; Special: lethal poison (+3 saving throw), automatic surprise.

S&W Bestiary: Coineater

Wherein your humble scribe presents a new monster for Swords & Wizardry (Core Rules), the Coineater. Don’t read too much into the timing of this particular post.

Coineaters are man-sized humanoids with remora-like heads. They actively seek out individuals in possession of any quantity of coins greater than a handful and will follow them about while emitting an annoying high-pitched whine. This sound increases the chance of a wandering monster encounter to 3-in-6 per turn.

If the target of the coineater’s pursuit leaves a pile of his coins equal to approximately 1/3 of the gp value possessed in a small neat stack the coineater will devote its attention to devouring the previous metals and cease following the target. A coineater so appeased will not follow the same individual for a full year.

If attacked, or if not provided with appropriate tribute within 2d4 turns, a coineater will respond by latching onto the target with its vicious, rasping mouth and will begin sucking the unfortunate victim’s blood. A coineater will cease this blood drain immediately if the appropriate tribute is offered. Otherwise, it will continue to drink until the victim is dead. After the death of its victim the coineater will devour 50% of the target’s coins and then head off in pursuit of a new source of nourishment.

Coineater: HD 10; AC -1 [20]; Atk 1 bite (1d4); Move 15; Save 6; CL/XP 12/2000; Special: blood drain (1d6).

S&W Bestiary: Pra Saguna

Wherein your humble scribe presents another quick monster for Swords & Wizardry (Core Rules), the dreaded Pra Saguna.

Pra Saguna are the restless dead warriors of certain remote cultures found deep within the jungles of the southern continents. Their corpse-like bodies are garishly decorated with paints and dyes, and their hollow eye sockets glow green beneath the full moon under which they prefer to hunt.

In addition to using the wickedly curved blades common to their culture, Pra Saguna possess a breath attack, in the form of a cloud of deadly spores, that does 12 hit points of damage. They may use this attack up to 5 times per day, though no more than twice per combat.

Pra Saguna encountered when the moon is full regenerate 3 hit points per round. Outside of this time frame, they are much easier to dispatch, as their regeneration ability weakens to only 1 hit point per round in other lunar phases.

Pra Saguna: HD 6; AC 3[16]; Atk 1 weapon (1d8); Move 9; Save 11; CL/XP 8/800; Special: Undead, Regeneration, Breath Attack.

S&W Bestiary: Vampire Toad

Wherein your humble scribe presents, for no reason in particular, a new monster for Swords & Wizardry (Core Rules), the Vampire Toad.

Vampire Toads are large (5′ long), ebon-hued amphibians who have been infected with an arcane affliction akin to “normal” vampirism. The bite of these creatures drains a level from the victim if a save is not made. Each level so drained adds 1 hit die to the Vampire Toad (to a maximum of 8 total HD), increasing its hit points as well as its ferocity in combat.

Though they are not truly Undead, Vampire Toads may be turned as though they were by anyone wielding a silver mirror.

Vampire Toad: HD 4; AC 5[14]; Atk 1 bite (1d6 + level drain); Move 6; Save 13; CL/XP 9/1100; Special: +1 or better magic weapon to hit, 35% magic resistance, level drain (save applies).