Monday Monsters of Rock: Mr. Roboto and Nevermind

We’re making great progress on our second book of classic rock/pop/metal inspired monsters. Show your interest by following the project here!

Two weeks ago we announced we are previewing two per week for the next several weeks. This post has the first two creatures. And this one has the second.

Like the first book, there are two versions: one with stats for Old-School Essentials (true to B/X D&D) and one for Shadowdark (a great merger of 5th edition D&D and old-school approaches/simplicity).

Here is a link to get the prior books from our store.

Note: The previews below are early drafts to give you an idea of where we’re going. They still need to be play-tested and get two more rounds of editing. These are the Shadowdark versions.

Nevermind

Nevermind

These giant slugs are vermin of the Underrealms. But an infestation is serious: it can bring about the fall of an entire underground city.

They paralyze foes, then bite open a victim’s skull to ingest the dead’s brain. The brains are slowly digested through their bodies. Each brain allows the nevermind to give birth to an offspring in 1d4 days.

AC 14, HP 15, ATK 1 bite +3 (1d6) or 1 mind blast, MV near, S +0, D +1, C +2, I +2, W +1, Ch +0, AL C, LV 3
Mind Blast. Once per day, fills a near-sized cube extending from nevermind. DC 12 INT or paralyzed 1d4 rounds.

Nevermind Lairs

These creatures enjoy moist, humid locations. Places with underground lakes or streams are ideal.

They like their food to come to them, so high traffic areas are also preferred. Fortunately for Neverminds, many creatures return periodically to the same watering holes. So once they establish a lair at a water source, prey delivers themselves.

Lair Effects

A lair of Neverminds may have one of several different effects:

  1. In Bloom. The lair is filled with unusual flora that captivates visitors. DC 12 WIS or be slowed (may move or act during a turn, not both) for 1d4 turns.
  2. Come As You Are. Upon entering, make a DC 12 WIS check or drop your weapons at the outer edge of the nevermind lair.
  3. Breed. At least one nevermind in the lair is actively splitting into two Neverminds. All Neverminds in the lair are on guard and agitated: +1 to AC and +2 to their attacks and all of there abilities are DC 14 to resist/avoid.
  4. Lithium. DC 12 CON or be paralyzed for 1d4 rounds by lithium vapors emitted and built up in the nevermind lair over time.
  5. Drain You. DC 12 INT each hour or lose 1 point of Intelligence while you are in the lair while a Nevermind is also there and alive. Save each hour even if already successful.
  6. Stay Away. DC 12 CHA or be afraid, unable to enter the nevermind lair for one hour, then save again.
Mr. Roboto

Mr. Roboto

Mr. Roboto is one of just a few robots of its type on the planet. They work behind the scenes to achieve a goal.

AC 19, HP 112, ATK 3 slam +10 (3d8) or 1 laser eye ray, MV near, S +5, D +3, C +4, I +4, W +4, Ch +3, AL L, LV 24

Golem. Immune to damage from cold or non-magical sources. Healed by fire.
Legendary. Only damaged by magical sources. Hostile spells targeting Mr. Roboto are DC 18 to cast.

Laser Eye Ray. DC 18 CON or drop to 0 HP with a death timer of 1.
Reflective Metal. Immune to rays, blasts, or bolts of energy. 1:6 chance these are reflected back at their originator.

Regeneration. Regains 3d10 lost HP at the beginning of its turn.

Possible Origins

  1. Part of a colony ship of humanoids that had a catastrophic accident. Only a handful of robots survived.
  2. Created millennia ago when the planet had a high technology level. An apocalypse brought about a fall and magic replaced technology.
  3. It is the result of an experiment (probably underground insane gnomes) which somehow achieved sentience, escaped, and has improved itself several times over.

Possible Goals

  1. Advance technology to a point where their spacecraft can be repaired.
  2. Advance the world back to the technology it once had, but using magic as well.
  3. To be a real person–have a soul and access to an afterlife.

Alter Egos

How does it work behind the scenes? They may be a small group working together, a few with a common goal but spread out, or just one survivor.

  1. It poses as a vizier to a king or emperor, helping the leader.
  2. It leads a trading conglomerate where it can direct activities to find resources and amass wealth to achieve its goal.
  3. It doesn’t–it proclaimed itself as Kilroy, a god-king, and has ruled for generations.

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