Thursday, December 6, 2012

Mooncows

I haven't made a monster in a while, so here's one:

Mooncows
No. Appearing: 1d6 (1d6x10)
Armor Class: 14
Hit Dice: 6
Movement: 120'
Attacks: 2 Gore (1d8)
Morale: 9
Alignment: Chaotic

Mooncows are mooncalfs that have been enlarged by necromantic or diabolic energies - either from a diabolist or from an evil place.  They appear as cow-sized creatures made of horribly pale, hairless flesh.  Their eyes are either white and rudimentary or completely undeveloped, and their hooves are fleshy and underformed.  Strangely, their teeth and horns are always full developed, if strangely colored.  Their low is a sickening, almost human sound that reminds the hearer of a dying babe.

Viewing a mooncow is hazardous for the mind.  When a human or demihuman character sees a mooncow, they must make a saving throw or roll on the following table.
  1. The character is gripped by a strange, religious mania and must bow down and worship the cow(s).
  2. The character is possessed by a strange, homicidal frenzy and must attack the nearest human/demihuman.
  3. The character enters a crying (1-3) or laughing (4-6) fit in which they can take no other action.
  4. The character collapses onto the ground with strange visions of the Demon Moon swirling in his/her head.
This saving throw is made each round, but once a successful save is made no further saves are required. 

It is said that on the Demon Moon that drifts through the spheres well above the World of Nightwick that Mooncows are hearded by strange, pallid men who do so in the service of beings best left unmentioned. Where they get the mooncalfs is a mystery even to the West's most learned alchemists and scholars.  Mooncows are usually created in the World because their milk is a fairly common ingredient in potions, poisons, and ritual magic.

It is said that the moon also has Moonbulls, which are as mooncows with maximum HP and incur a -2 penalty to the Save vs. Magic.

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