November 2019 RPG Blog Carnival – Electronic Terrors

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From thresholds and barriers, many terrible things break free to cause mayhem. Among them are things from a digitized and electronic world. These monsters may have strange origins, but the evils they unleash are no less dangerous.

Welcome to the realms of electronic terrors, creatures that originate from incredible devices known to some as “video games”. These creatures hail from a variety of supposedly fictional universes and realities, where they do all in their capacity to torture brave and cunning protagonists within a digital landscape. These tales may just be works of fiction, but they could very well be alternate worlds held back by a pixelated veil. Perhaps this could mean an expansive frontier within the Prime or perhaps a demiplane of its own.

Author’s Note: Another blog carnival post! This time, it’s a bunch of monsters from horror (or at least suspenseful/horror-related) video games! Yes, the Zombie Dog is a repost…

Phantasm (Blood)

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A grinning reaper-like creature floats down and strikes! Its almost comically oversized face lights up with a disturbing red glare.

Medium undead, chaotic evil

Armor Class 16 (natural armor)

Hit Points 52 (8d8 + 16)

Speed 10 ft., fly 30 ft.

STR 18 (+4) DEX 16 (+3) CON 15 (+2) INT 10 (+0) WIS 12 (+1) CHA 6 (-2)

Saving Throws dexterity +6

Skills perception +4, stealth +6

Damage Immunities fire, necrotic, poison

Condition Immunities poisoned

Senses Darkvision 60 ft., passive

Perception 14

Languages understands Common

Challenge 5 (1,800 XP)

Etherealness. The phantasm enters the Ethereal Plane from The Material Plane, or vice versa. It is visible on The Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

Magical Attacks. The phantasm’s attacks count as magical for purposes of resistance and immunity.

Surprise Attack. When the Phantasm hits another creature after leaving the Ethereal, has advantage on an attack or attacks a surprised creature, it may add 17 (5d6) damage to its Scythe Strike attack. It may only use this ability once per round.

ACTIONS

Mulitattack. The phantasm may attack with Skull Blast three times per round.

Scythe Strike. Melee Weapon Attack: +## to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Skull Blast. Ranged Weapon Attack: +## to hit, range 40 ft./80 ft., one target. Hit: 9 (1d10 + 3) necrotic damage.

Flapjack (CarnEVIL)

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Mutated marvels of some deranged circus of the damned. This conjoined twins may live to perform and act goofy, but they carry an underlying sinister and violent side. Easily provoked and unable to handle negativity, the bonded brothers quickly leap to strike down their foes, even from beyond the void.

Medium undead, chaotic evil

Armor Class 13

Hit Points 18 (4d8)

Speed 30 ft.

STR 16 (+3) DEX 17 (+3) CON 11 (+0) INT 8 (-1) WIS 14 (+2) CHA 6 (-2)

Skills acrobatics +7, athletics +5

Damage Vulnerabilities acid

Damage Immunities poison

Condition Immunities poisoned

Senses Darkvision 60 ft., passive Perception 12

Languages Common

Challenge 1/2 (100 XP)

Evasive. Flap Jack does not provoke opportunity attacks from targets it has hit with an attack.

Hup Hup! When a Flap Jack would be knocked prone, it uses its reaction to stand back up immediately.

ACTIONS

Multiattack. Flap Jack may attack twice per round.

Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Zombie Dog (Resident Evil)

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Necromancers looking for a more familiar pet often opt to resurrect animal corpses. Among the most common are dogs. In some cases, they were former pets and companions who passed away for one reason or another. However, under the dark powers of undeath, they are far more viciously loyal.

Medium undead, neutral evil

Armor Class 12

Hit Points 17 (3d8 + 3)

Speed 35 ft.

STR 13 (+1), DEX 14 (+2), CON 12 (+1), INT 3 (-4), WIS 10 (+0), CHA 5 (-3)

Skills perception +2

Saving Throws Wisdom +2

Damage Immunity poison

Condition Immunity poisoned

Senses darkvision 60ft., passive Perception 12

Languages –

Challenge 1 (200 XP)

Keen Hearing and Smell. The zombie dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Quick Dodge. The zombie dog may use a bonus action to take the Dodge action.

Undead Fortitude. If damage reduces the zombie dog to 0 HP, it must make a Constitution saving throw with a DC of 5 + Damage taken, unless it is radiant damage or a critical hit. On a success, the zombie drops to 1 HP instead.

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft ., one target. Hit: 6 (2d4 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Medusa Head (Castlevania)

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Legend tells of a gorgon horror known as Medusa, who was beheaded in epic combat! Several other of her sisters fell in similar ways. However, the heads somehow survived. Under the dark powers of some dreadful lord, they’ve been given new purpose and even the ability to levitate off the ground!

Tiny monstrosity, chaotic evil

Armor Class 14 (natural armor)

Hit Points 11 (2d4 + 6)

Speed 5 ft., Fly 30 ft.

STR 4 (-3) DEX 15 (+2) CON 16 (+3) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)

Condition Immunities paralysis, petrification

Senses passive Perception 10

Languages understands Common

Challenge 1/4 (50 XP)

Float By. While moving past and attacking a creature, it does not provoke attacks of opportunity.

ACTIONS

Petrifying Tackle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. The target must also makes a DC 13 Constitution saving throw. Upon failure, the target is restrained. Failure by 5 or more causes the target to be instantly petrified. The next time they fail afterwards, they are instead petrified. Otherwise, the restraining effect lasts for up to 1 minute. Being affected by a lesser restoration or related magic undoes this effect.

Floating Bodies (Control)

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Victims of some unexplainable psychic phenomenon. While many under its control are contorted into puppet minions, others just hover in place while unleashing an unnerving chant over and over. When killed, the body explodes into mist and quickly fades away.

Medium aberration, neutral evil

Armor Class 10

Hit Points 5 (1d8 + 1)

Speed 0 ft. (hovers at least 10 ft. off the ground, unless stopped by a surface, upwards to 60 ft.)

STR 10 (+0) DEX 10 (+0) CON 12 (+1) INT 15 (+2) WIS 12 (+1) CHA 15 (+2)

Damage Immunities psychic

Condition Immunities blinded, charmed, deafened, frightened, paralyzed, prone

Senses Blindsight 120 ft., passive Perception 11

Languages Common

Challenge 2 (200 XP)

Aura of Madness. Floating Bodies have become converted into the relentless and looping mouth pieces of a malevolent force. Any creature that enters or starts its turn within 60 ft. of the creature’s aura of influence must make a DC 14 Wisdom saving throw or take 9 (2d8) psychic damage.

ACTIONS

Enhance Chanting. All creatures within 60 ft. must make a DC 14 Wisdom saving throw or take 10 (3d6) psychic damage. If a target fails the saving throw from their aura, plus this attack, they gain a Short-Term Madness effect.

IMAGE CREDITS. Monolith Productions – Phantasm; Warner Interactive/Midway – Flapjack; Capcom – MA-39 Cerberus/Intro Screen; Konami – All About Akumajō Dracula guide

One thought on “November 2019 RPG Blog Carnival – Electronic Terrors

  1. Pingback: November 2019 RPG Blog Carnival Wrap-Up | Daemons & Deathrays

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