Reinforcements for Heroic Beasts

 

Heroic monsters command the respect of lesser creatures in their environments.  They frequently have minions, mercenaries, thralls, or slaves at their disposal, and call upon them when feeling threatened or lazy.  One often hears warnings or rumors about Heroic Beasts before crossing into their territory:  “Beware the Dry Lands beyond the River Alma.  There Basilisks roam.”

The Tome of Lore includes 36 narrative A.I. combat actions for Heroic Beasts.  These add danger, humor, and depth to your combat, and make your encounters with Heroic Beasts instantly legendary.  Our combat actions are organized by Stage of Combat and monster Aggression Level, so monster behavior changes as combat unfolds.  About 15% of the narrative A.I. results for Heroic Beasts lead to the Reinforcements Table below.  Roll d100 to see which minions answer the call.

Reinforcements Table for Heroic Beasts

1-10.  Plague of Locusts!  The sky goes dark and the buzz of thousands of wings fills your ears.  A 40’x40′ square of locusts descends upon the battlefield, focused on the PCs.  The swarm lasts 1d6 rounds before it disperses.  All PCs within affected squares suffer -2 to hit, -2 to AC, and must Save DC 12 INT or they cannot cast spell with somatic components.  The swarm is immune to physical attacks, but AoE attacks that use fire, cold, or wind disperse it instantly.

11-20.  Giant Bats!  A hissing colony of 1d12 Giant Bats swoops down upon the battlefield!  They attack the tallest PC preferentially, and any PC wearing bright baubles or shiny armor.  They flee if any PC casts magic that produces an unnaturally loud noise.

21-30.  Timber Wolves!  A pack of 1d4 grizzled Timber Wolves (Stealth +9) stealthily lope into combat behind the PCs.  If their Stealth rolls succeed, they attack the two PCs at the back of the marching order with surprise.

31-40.  Odious Troglodytes!  A stinking platoon of 1d10 Troglodytes charge into battle, screaming a high-pitched wail.  They savagely assault any Clerics in the party and fight until all are slain.

41-50.  Eyeless Heretics!  An ominous chanting fills your ears, and 1d6 Human 1st-level Monks clad in tattered robes stumble onto the battlefield.  They eyes are covered in bloody rags but they seem to gather sight from somewhere.  They have -2 to hit and wildly attack any Clerics or Paladins in the party.

51-60.  Two-Headed Ogres!  A pair of two-headed Ogres stampede the party, brutally attacking the two PCs at the head of the marching order.  PCs struck by the Ogres’ initial assault take normal damage and must Save STR 13 or be knocked Prone.

61-70.  Crush of Musk Ox!  A herd of 1d12 frenzied Musk Ox charge the party from the side!  They affect a 10’x10′ square and aim for the center of the party.  PCs in affected squares must Save DC 12 DEX or be knocked Prone, then take 2d6 bludgeoning damage from being trampled.

71-80.  Giant Boa Constrictor!  A huge snake slithers up stealthily on the party from behind (Stealth +10).  It attempts to grapple the rearmost PC (Grapple +8).  If successful, it drags them away at a rate of 15′ per round.  Each round the PC stays grappled they take 1d6+3 bludgeoning damage from being squeezed.

81-90.  Drunken Brownies!  A company of 1d8 drunken Brownies hurl insults down at the party, partially hidden in the rocks above (+4 cover).  They concentrate their attacks on the Wizard or other spellcaster in the party.  They will cease their attacks if offered a flask of beer, wine, or spirits.

91-100.  Earth Elementals!  Two small Earth Elementals rise from the earth in the midst of the party!  They bludgeon the Fighter of the party, or the most heavily muscled PC.  Both hum a low song as they attack, and cease in their song only after sustaining a critical hit.

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