Monsters

Throughout my dungeon, I mostly use the OSE selection of monsters, renaming them as I need, etc. Some are changed more than just renaming, such as new abilities or lore.

Monster Index

Caretaker Golem

These large 10' tall constructs are similar to other Urn-based creatures found in the tower, but these are specialised to deal with young dragons. Their chests are large urns that are reinforced with metal bands, and their heads are magically enchanted porcelain with a dragon's face painted on them.

When defeating one of these creations, a body can be found in the urn used to power it. The golems have no ability to talk or communicate.

Stats

Armour Class - 2 [17]
Hit Dice - 18* (81hp)
Attacks - 2 x Fist (1d8)
THAC0 - 7 [+12]
Movement - Walking - 90' (30') Flying 60' (20')
Saving Throws - D8 W9 P10 B10 S12 (9)
Morale - 12
Alignment - Neutral
XP - 3200
Number Appearing Usually 3 of a type
Treasure Type None

Dragon Resistance: Each golem is built to care for a specific type of dragon and, therefore, is resistant to their breath attack/elemental type.

Flying: These constructs can fly via levitation from their feet; they use this to hunt outside the tower.

Mundane damage immunity: Can only be harmed by magical attacks.

Crawling Zombie

Fundamentally, crawling zombies are just like the zombies from OSE, but these are created from the bodies of victims of the drop. All these zombies have horrible leg and pelvis injuries, causing them to move by dragging themselves along the floor, which slows them down considerably. I also like to run zombies as really brain dead, moving towards noise, crawling off cliffs, or just pretending to be dead until something comes past.

When I ran this game, the only time I had multiple player-character deaths was when the group got ambushed by these creatures and decided to stand and fight. They were mostly level-0 villagers, and it did not go well. From then on, they just moved on past.

Stats

Armour Class - 8 [11]
Hit Dice - 2 (9hp)
Attacks - 1 × Bite
THAC0 - 18 [+1]
Movement - (10')
Saving Throws - D12 W13 P14 B15 S16 (1)
Morale - 12
Alignment - Chaotic
XP - 20
Number Appearing 4d6
Treasure Type None

Lore

These zombies are created when a clone of a captured individual falls down the drop and lands 10 floors below in 1-7. This fall destroys their lower half and takes what soul they have to feed the heart of the tower. They soon rise again as zombies and crawl out of the small holes in the Clapper to explore the lower levels of the dungeon.

These zombies are very stupid, and over the thousands of years they have been created, clear paths have formed where they tend to travel. They tend to stick to floor 1 and the basement levels; most end up leaving through the dead gate, then get swept away by the river, becoming someone else's problem downstream.

Crocodile

These crocodiles are your regular river variety. They live in the caves and eat the abundant dead that float in the waters. They will eat anything that falls in the water, but do avoid attacking boats, as there is no need.

Stats

Armour Class - 5 [14]
Hit Dice - 2 (9hp)
Attacks - 1 × Bite (1d8)
THAC0 - 18 [+1]
Movement - Land(30') Swimming (40')
Saving Throws - D12 W13 P14 B15 S16 (1)
Morale - 7
Alignment - Neutral
XP - 20
Number Appearing 1d8
Treasure Type None