Saturday, May 21, 2016

Garks and Grinks (new monsters)

Last post I retouched Wharks (a large sized four-armed green-skined warrior people) here are two lesser cousins the Gark and the Grink.

Garks
A hostile species of four armed warrior that stands a head shorter than a human but is considerably wider. Their fore ams and torsos are covered in thick hair to help them survive in the cold regions they call home. Garks do not remain in their cold homelands their entire lives however as they are drawn to serve as mercenaries, and bodyguards or ravage the countryside as raiders.
Garks are capable of wielding a weapon in each has as are their larger cousins (the Wharks) but due to stature and strength can’t manage as large or wide a range of weapons; a Gark with a two handed sword would may be able to wield other weapons in hand but would be unable to coordinate them well enough to make additional attacks but if armed with 4 short sword sized blades or daggers they would not be hindered. If a bark decides to split it’s attacks against multiple foes those it would suffer a penalty equal to the number of foes engaged.
Garks are excellent climbers being able to scale many a sheer surface with 95% safety (a failed roll will generally mean lack of progress not a fall).
Garks can sense physical and psychic vibrations so well they are only surprised about half as often as other folk would be and after the 1st round of noting their presence only suffers half the penalties associated with fighting invisible opponents.
Garks are resistant to sleep, charm person, and hold person but do not have any other widespread mental resistance.
Gark anatomy doesn’t allow the centaur-like posture their larger cousins the Wharks can assume. By a peculiar trait of their anatomy a Gark will not bleed to death if one of their arms is severed and they will grow it back in but a week  (this trait is not shared by Wharks or Grinks)

An unarmored Gark is AC 9[10]. the state below are for a typical Gark Warrior in light armor and carrying a shield.

Gark HD 2+2 (or better); AC 6[13]; Atk: 3 typically 2 shortswords and 1 dagger; Move: 9 (climb 6); Save: 16; AL: Neutral and Chaotic; CL:2; ML:9; WIL: 11; Special: sense vibrations (only half penalty vs invisible foes).


Gark Sports (1 in 6 Garks will be a more experienced and better equipped).

HD
Armor
Attacks
1
3+3
AC 6[13], light armor & shield
2 shortswords , handaxe & Dagger
2
3+3
AC 4[15], medium armor
2 swords and battle axe
3
3+3
AC 4[15], medium armor & shield
2 shortswords and dagger
4
4+4
AC 5[14], light armor & two shields
2 swords
5
4+4
AC 4[15], medium armor & shield
3 hand axes
6
4+4
AC 3[16], heavy armor
Two handed sword or 2 daggers (not both)

Gark Captain (any group of 20 or more Garks will have a Captain)

HD
Armor
Attacks
1
4+4
AC 4[15], medium armor
2 Swords , handaxe & Dagger
2
5+5
AC 4[15], medium armor
2 swords and battle axe
3
5+5
AC 4[15], medium armor & shield
Halberd and dagger
4
5+5
AC 2[17], heavy armor @ 2 shields
2 swords
5
5+5
AC 4[15], medium armor & shield
Battle axe & Dagger
6
6+6
AC 3[16], heavy armor
Halberd and Battleaxe (able to use both)




Grinks
The Grink is an annoying subspecies of 4 armed vermin that sometimes infests areas occupied by Garks and Wharks. Wharks treat them as an amusing pest and mobile snack supply that they tolerate and dine upon as desired. Garks will sometimes take the effort to train them and use them as a screen force/early warning system.
Grinks stand just slightly higher than a adult human’s knee, they can climb virtually anywhere and are totally fearless.
Grinks have no special resistance to Sleep but are immune to charm and hold spells.
Grinks are difficult to surprise but lack the keen intellect to benefit against invisible foes that Garks and Wharks enjoy.
One popular tactic with grinks is to pepper a man-sized (or smaller) foe from a distance with throwing spikes and then to rush forward and swarm that foe climbing up scampering upon them, if the number of grinks swarming someone tops their strength score they are pulled down by the grinks. Grinks can use a free hand with a needle, spike or knife to attack while swarming upon a foe.
Grinks seem to understand the speech of intelligent folks but besides imitation , grunts, squeeks, and howls they have no language of their own.

Grink HD 1/2+1; AC 7[14]; Atk: variable Move: 9 (climb 9); Save: 18; AL: Chaotic; CL:1; ML:11; WIL: 7; Special: sense vibrations (half surprise chance).

Grink weapons


1
2 spikes (1d2 each) and 2 needles 1pt each
2
4 spikes
3
2 knives (1d3) and 2 needles
4
2 knives and 2 spikes
5
Dagger (1d4) and 2 spikes
6
2 daggers (two hands needed for each dagger)


Grink spikes are fashioned from bone, fire-hardened wood and metal scrap. A grink with spikes has a 50% chance of having 1d6 more on hand.  A grink may throw a spike accurately up to 30’.

Wharks (a revised monster type)

Wharks

A fierce warrior race standing nearly twice the height of a man with four arm, tusked maws, and savage ferocity. Wharks are cruel to the point they are almost alien to men but they are not without honor and depending on tribal affiliation can be reasoned with (now and again). Wharks are able to enter battle bearing multiple weapons at the same time vs one foe or against multiple foes.
If a whark is attacking multiple foes it suffers a penalty equal to the number of foes it is attacking (3 attacks vs 3 people would each be made at -3), multiple attacks against a single foe have no specific penalty.
Despite their great size wharks climb very well and are able to climb quickly and at least as well as a thief of equal level (or 90%).
Wharks may assume a centaur like stance lowering themselves to run on their legs and mid ward set of arms for greater speed. This stance also allows a shark to charge with a lance as if mounted.
Wharks are normally insanely brave but they are superstitious and skittish around black magic/necromancy.
Wharks can sense vibrations (both physical and psychic) so well they only suffer from surprise half as often as normal and are likewise only impeded when fighting invisible foes half as much as normal.
Their alien minds also offer them improved resistance to mental attacks (I uses MF WIL scores based mental combat, if you don’t give wharks +2 to save vs mental attacks).  Wharks are naturally immune to sleep, charm person and hold person spells.

An unarmored Whark is AC 8[11] due to their tough skins and nimbleness.

Stats for a common Whark Warrior
Whark HD 4 (or better); AC 8[11] or armor; Atk: up to 4 weapons; Move: 9 (climb 6, run 15); Save: 13; AL: ANY but tend to Chaotic; CL:5; ML:10; WIL: 15; Special: sense vibrations (only half penalty vs invisible foes).


Random Whark Warrior


HD
Armor
Move
Save
Morale
WIL
Attacks
1
4
8[11]
9(6-15)
13
10
15
4 blades @ 1d6
2
4
7[12], Shield
9(6-15)
13
10
15
3 blades @ 1d6
or Hvy Crossbow 1d8
3
4
7[12], Shield
9(6-15)
13
10
15
3 swords @ 1d8
or War Lance 1d10+1
4
4
6[13], Two Shields
9(6-15*)
13
10
15
2 swords @ 1d8
or War Lance 1d10+1
5
5
8[11]
9(6-15)
12
10
15
2 sword-axes @ 1d10
6
5
6[13], Lt Armor & Shield
9(6-15)
12
11
15
greatsword @ 1d12
and blade @ 1d6
7
5
5[13] Lt Armor & two Shields
9(6-15*)
12
10
15
2 swords @ 1d8
or Hvy Crossbow 1d8
8
5
5[14] Medium armor
6(3-12)
12
9
15
great sword @1d12
and 2 swords @1d8
9
6
7[12], shield
9(6-15)
11
10
16
2 blades @ 1d6
2 swords @ 1d8

10
6
5[14]light armor & two shields
9(6-15*)
11
11
16
Axe @ 1d8
Sword @ 1d8
or War Lance 1d10+1
* can’t run in centaur stance while using two shields.


Random Whark Champions and Chieftans

HD
Armor
Move
Save
Morale
Wil
Attacks
Fighting Techniques
2
6
8[11]
9(6-15)
11
10
16
4 swords @ 1d8+1
or Hvy Crossbow @ 1d8
1
3
6
6[13], Lt Armor & Shield
9(6-15)
11
11
16
3 swords @ 1d8+1
or War Lance 1d10+2
1
4
6
6[13], Two Shields
9(6-15*)
11
12
17
2 swords @ 1d8+2
or Warlance @1d10+3
1
5
7
8[11]
9(6-15)
10
10
16
2 swords @ 1d8+2
Axe @ 1d10+2
Flail @ 2d4+2
1
6
7
6[13], Two Shields
9(6-15*)
10
10
17
2 swords @ 1d8+3
or XHvy Crossbow 2d6
1
7
7
5[14]light armor & two shields
9(6-15*)
10
11
18
2 swords @ 1d8+3
or GreatLance 1d12+4
2
8
7
5[14]Medium Armor
6(3-12)
10
11
18
2 swords @ 1d8+3
Swordaxe @ 1d10+3
2
9
8
8[11]
9(6-15)
9
10
16
2 great swords @ 1d12+3
or or XHvy Crossbow 2d6
2
10
8
6[13], Two Shields
9(6-15*)
9
12
17
2 Axes @1d8+3
or  GreatLance 1d12+4
2
11
8
2[18], Two Shields & Hvy Armor
6
9
11
18
Flail @ 2d4+3
Sword @ 1d8+3
3
12
9
6[13], Two Shields
9(6-15*)
8
11
18
Great Sword @ 1d12+3 
or Xhvy crossbow 2d6
3
* can’t run in centaur stance while using two shields.

Whark Champions and Chieftans may employ special fighting techniques, some of these techniques will increase the weaponry or alter the AC as listed above.



1
Swordbar
A whark that knows how to use a sword bar and may use it to make a disarm attack instead of a standard attack instead of one of his normal one handed weapon attacks. If that disarm attack is made against a sword or similar blade that weapon must save or be broken. damage from strike is 1d6+1
2
Hook Chain
This long hooked chain may be used to against targets up to 20’ away. Damage 1d6. roll for special effect-  1-2) nothing special, 3) target tripped 4) target sword arm bound 5-6) target snared and will be wrapped up on next round
3
Star Flail
This wicked dagger tipped mace-headed flail can be used to knock apart shields (-2 to attack) or used to trip a foe.
4
Sword Thrower
The whark can throw any bladed weapon with no penalty at a tragetup to 50’ away
5
Stamp
This additional unarmed attack can be used to pin a man-sized or smaller foe to the ground  under one of the Whark’s feet.
6
Vault
When in centaur stance the Whark may leap up to half his movement rate, throw a weapon in hand at a target ahead of him and draw weapon to be ready on next round. The shark must have at least 60’ of space to make this attack.
7
Whirling Parry
If armed with 3 or more weapons or shields a whark with this technique can parry aside many a lesser blow improving its AC by 5 steps, while still begin able to make a strike with 1 single handed weapon.
8
Pounce and Rip
The whark drops all weapons in hand,  and leaps onto a target at -4 to hit. If successful the target suffers 2d6 damage and must make a save vs death or have 1d4 limbs ripped free from their body. This attack works on foes 8’ tall and smaller, those under  4’ totally avoid damage on a successful save. The Whark must be able to move at least 30’ to use this attack.



notes on Determining CL for Swords & Wizardry compatible games:
Increase CL by 1 for each HD over 4.
Increase CL by 1 if a shark knows a fighting technique.
increase CL by 2 if the shark knows 2 or 3 fighting techniques
if you use BX style morale increase CL by 1 if ML is 11 or 12.
if you use MF stye mental combat increase CL by 1 if WIL is 17 or 18.




Revised and expanded as monster type from http://aeonsnaugauries.blogspot.com/2013/12/whark.html



final note: A sensible follow-up to my last post which dealt with chopping off limbs in the heat of combat.