d8 Invaders

I love Souls games. I love getting invaded. I wanted to bring some of that energy to my ttrpg games. Some of these are based on invaders from the Dark Souls games, others are my own ideas.

For best results, use with the Underclock. Add a Black Phantom entry to your dungeon encounter table. When you roll it, roll on the subtable below.

promotional image of a black phantom for Dark Souls


Attributes:

  • Invaders have Hit Dice equal to 1 + the number of classed characters in the party being invaded. Max 9.
  • They can make a number of attacks each round equal to the number of humanlike creatures they are in melee with.
  • They attack for 3 rounds, until they kill someone, or until they are slain.
  • They appear as malevolent, burning shadows, but can be struck as if corporeal.

1d8 Invaders:

  1. Prong Knight. ac as plate, morning star-1d6+1. Wears thick, plate armour, bolted shut. Long iron spikes protrude from every surface, warning against those who would try to free her. Any who strike the Prong Knight with a melee attack suffer 1 point of damage.

  2. Hound Knight. ac as chain. Full of hatred. He crawls, snarls, snaps, and bites. Iron cage helm houses beastly jaws, rusting. Foes struck must save vs. poison or suffer hyper-tetanus.

  3. Blighted Butcher. ac as unarmoured+shield, cleaver sword-1d6+2. Towering, muscular woman. naked but for rags, and a sack upon her head. If she makes a kill, she will try to pull the body away to devour it.

  4. Black Iron Witch. ac as plate, broken greatsword. Hovers a couple inches off the ground. Bulbous body, armoured by black metal. Wears a pointy brimmed hat over it's helm. Can see the invisible. +4 to saves vs. spells.

  5. Adder-Whack Jack. ac as leather+shield, bloody axe-1d6+2. The Faerie Queen's burbling headsman. A stitched abomination. A man's torso ends with a donkey's head. A third arm emerges from the center of the chest. Wields his axe with two arms, while carrying a heavy wooden shield in the third. If Jack kills a creature, he severs it's head, then vanishes, satisfied for the moment.

  6. Heron Knight. ac as chain+shield, rapier. Fallen hero in grey-blue cloak. Armour stained with blood from a gaping hole in the chest. Even so, their form is noble. Their helm has a long beak. Their shield depicts a heron in flight. Surprisingly swift, and a cunning duelist.

  7. Earwig Night. ac as chain+shield, greatspear. Suit of armour, housing dead flesh caked in writhing bugs. Its spear has been dipped in venom. Foes struck must save versus paralysis.

  8. Fallen Comrade. The malevolent spirit of a former adventurer. Chosen from a selection of characters who died within the dungeon, but who's bodies where never returned to the surface.

Comments

Popular posts from this blog

October Monster Roster

od&d Witch

d20 Morale