Mollusca Sugeras

A few days ago, just before I nodded off to sleep, a little something popped up in my G+ feed care of +Jacob Hurst. Thanks for rocking me to sleep with this bad boy: Jacob Hurst's Snail Terror.
I had a really hard time getting the image out of my mind... but it was perfect inspiration for a new Labyrinth Lord monster entry. This is my second snail themed entry. I fear I may have a bit of a hang up on them.

Mollusca Sugeras
Inside this shell a terrible, grinding death awaits.
The sucking snail or hoover snail is an odd and terrible predator. It has a natural camouflage (surprise successful on 7-in-8) which allows it to be passed unnoticed, and lightning fast reflexes for snatching up prey. The snail is capable of a sudden surge of movement once ever other round; it can swiftly move up to 15' and make a biting/engulfing attack against one target (surging bite attack).
Mollusca Sugeras consumes living flesh by inhaling and grinding it under its coarse, plate-like teeth. It lies in wait, camouflaged by the environment, surging forward to engulf its prey and then withdrawing in its shell to feast. Most sucking snails also keep a small lair of some kind nearby to avoid larger predators. 
Smaller varieties of the sucking snail are of little danger to adventurers but small pets, familiars or pixie followers will be ideal snacks for the shelled menace. The greater sugeras is an uncommon sight, but represents a real threat to any that would venture too close. The creature will consume clothing, equipment, weapons, armour and magical items - anything it can get in it’s mouth. Flesh is ground up and consumed and indigestibles are moved through a strange process to reinforce the shell of the Mollusca Sugeras. Those few heroes (fools) that have managed to find and best a sucking snail have found troves of treasure inside the shell. The calcified bits of shell that envelope the trove items take several days to chip off and clean away, but then you are rich!

Sucking Snail (Mollusca Sugeras)
Greater Sucking Snail
No. Enc.:
4 (shell), 8 (fleshy bits)
2 (shell), 6 (fleshy bits)
Hit Dice:
1 (4 or 5 hp)
8 (24 to 36 hp)
Small (2’ high, 4’ long)
Large (5’ high, 10’ long)
surging bite, grinding crush
surging bite, grinding crush
1d4/round trapped in the bite.
2d4/round trapped in the bite.
10 +6/HP
200 +6/HP



Following the marvellous example of +Jez Gordon 's Farkin'Strayans, the Canucklehead is meant to bring to the OSR the strange and delightful people of the Great White North in a cheeky and playful way. If my fellow Hosers are offended by this, all I can say is "Sorry, eh."

Frigid, funny, stick-swinging, Northerners that can drunkenly smash your skull and apologise to your prone form afterward. They revere "the Great One" and "the cup", the Lords Mackenzie, 2-4s and the double-double. Canuckleheads, also known as Hosers, have a love for all things beer-filled or bacon or maple-drowned.

Requirements: Canuckleheads need Dex 9, Con 12 to survive the icy, snow-covered lands of the Great White North.
Prime Requisite: CON
Alignment: Lawful Sorry, Neutral Apologetic, Chaotic Remorseful, Contrite Good, Conciliatory Evil.
Attacks: Fighter
Saves: Cleric
XP Table: Dwarf

Starting equipment: hockey stick, toque, flannel shirt, beard.

1. Apologist: for every act good, bad or ugly a Canucklehead will apologise. There is no stopping this and a Canucklehead will suffer a cumulative -1 per day to all rolls until they have managed to make their apology. (Note: this doesn’t mean a thieving Canucklehead has to return any ill-gotten goods, they need only apologise for having taken it - a note should suffice).

2. Rage of Winter: in cold temperatures and Winter, a Canucklehead will gain a bonus to damage equal to their level. Winter has made Canuckleheads an ornery lot. They can also survive five times longer than normal in sub-zero temperatures. All Canuckleheads have an aptitude for ice and snow. They suffer no penalties for movement over this type of terrain. If properly equipped, with skates or snowshoes, they can make double the rate of movement.

3. Hey, it’s Summer, Take it Easy!: from the moment that the snows thaw, a Canucklehead is in exceptionally good spirits and shorts, tees and flip-flops. This cheer is infectious and all allies gain +5% exp for carousing together in any warm climate or Summer season.

4. A Canucklehead wielding a wooden weapon gains a +1 to hit. They have a preference for the “hockey stick”, as quarterstaff.

5. Yeah, I know Darryl: All Canuckleheads know one another. The mention of another Canucklehead will result in a long and likely boring conversation about a small village, which the Canucklehead will call a city, and ending with an invitation to visit some time.

6. The BEARD: Canuckleheads grow manly and terrifying facial hair. They may intimidate others with these manly displays of manly lumberjack-ish whiskers (+2 to intimidate). Canuckleheads are overly fond of flannel and toques. (Canucklehead females are capable of intimidation by opening beer bottles with their teeth or arm-wrestling polar bears).

7. "Bilingual": All Canuckleheads claim to speak two languages but really only speak one. No Canucklehead may actually know more than one language, though they spend years and years studying another.

8. What aboot my accent, eh?: Canuckleheads can Rage a number of times per day as a barbarian. However, only if someone mocks the way the Canucklehead speaks or if someone should make light of the proud majesty of the Maple Leaf or if someone says Canadian Bacon instead of Back Bacon (it’s delicious, not weird and you are a hateful animal if you say otherwise). Canuckleheads are profoundly proud of their maple-drenched nation.



Halflings suck. Goblins are awesome. Many already posit this and I can't disagree.
I was inspired by a Joshua Macy post on G+ a few weeks back and want to give credit to the posters there for helping me generate ideas for this filtered list for my Neo-Tokyo

Goblin. Loads of great ideas keep getting crowd-sourced over the waves on G+ and I can't help but lap that up. So, without further ado:

Uncle Henbei has a talent for inverted thumbs downs.
Bakemono: Oni-brood Goblins
Shin-Edo (Neo-Tokyo) is home to a special and strange breed of goblins that are tainted (some say enhanced) by Oni blood. Due the aberrant nature of their blood, no two are alike.
Bakemono are divided on their oni ancestry; some regard it as a dark shame and others see it as a gift from their progenitors or true masters. Bakemono are very independent and do not generally rely on a community or clan. They are really at odds with greater Japanese culture because they tend to shun fundamental communal beliefs.
Bakemono are the same as Labyrinth Lord Halflings, with the following exceptions:
  • Hide ability functions in urban locations only, in natural and underground settings this ceases to function. They are city goblins and much less comfortable in the wild.
  • Bakemono, though agile, do not have the Halfling aptitude for missile weapons; goblins are hearty, healthy and small of stature - other Halfling features remain the same.
  • Bakemono have an aptitude for machines, tinkering and building. 2 point racial bonus for any roll with regards to machines, machinery and crafting of clockworks or steamworks.
  • Bakemono suffer from Oni-taint and have strange features. Roll once or twice on the appearance subtables. These changes to appearance are largely cosmetic.
  • Their Oni blood also manifests in some Bakemono as dark powers or physical changes. Some Bakemono have made clockwork improvements, you may choose to roll once on the magic, mutation or clockwork tables.
L.L. Advanced: Class level limit - Fighter 6, Thief 12, Assassin 9*, Chirurgeon 9.
Dark Heritage
Choose magic, physical or clockwork for your goblin heritage and roll once on the table below.
Magic (d8):
  1. Random Magic-user spell from level 1 list. Cast once per day.
  2. Random Cleric spell from level 1 list. Cast once per day.
  3. Random Illusionist spell from level 1 list. Cast once per day.
  4. Random Druid spell from level 1 list. Cast once per day.
  5. Reroll (d4) and determine spell as normal, the source of the power is psionic. Cast once per day.
  6. Reroll (d4) and determine spell as normal, the source of the power is elemental. Cast once per day.
  7. Reroll (d4) and determine spell as normal, the source of the power is through a steam powered or clockwork device implanted in the body. "Cast" once per day.
  8. Reroll (d4) and determine spell as normal, the source of the power is through an aberrant mutated organ (likely visible and strange). "Cast" once per day.
Mutation (d20):
  1. Powerfully muscled, no neck: +1 Strength, no limit on Strength attribute. Strength is supernatural.
  2. Powerful stride, fast stride/long jumps: +10' (2 squares) movement, nearly tireless runner.
  3. Graceful like a snake: +1 Dexterity, agile and lightning fast.
  4. Terrible claws or talons: 1d8 damage, -1 to hit with weapons other than Terrible claws.
  5. Poison fangs: 1d6 +poison, save vs. poison or weakened (-2 to hit, 1/2 damage).
  6. Acid spit: 1d6 acid damage (25' ray attack/1 target), save vs paralysis/petrification or take 1d4 damage on subsequent turns.
  7. Echolocation: coughing or screeching sound that "maps" area and "spots" most creatures with the echoes. 30' range, +1 to hit spotted targets.
  8. Nightvision: can see in clearly in darkness.
  9. Quills: grow on large portion of body, impedes use of most armour/clothing. AC 6, spines can be pulled and used as daggers. Deal 1d4 damage.
  10. Infravision: can see heat signatures.
  11. Poison thorns: sprout from hands, wrists or elbows. 1d4 damage + injected poison, save vs poison or take 1d6 toxic damage on subsequent turns.
  12. Natural armour: chitinous or calciferous shell or exoskeleton provides AC 4.
  13. Stalwart: +1 to Constitution, +1 to saves vs poison.
  14. Explosive growths: sacs of volatile fluid grow on the body. When thrown, they burst in a flash of energy. 1d6+1 damage, 2/day. 1. Fire 2. Cold 3. Acid 4. Lightning 5. Acid 6. Thunder/Sonic.
  15. Natural armour: light scales provide AC 6.
  16. Noisome stench/Potent musk: causes nausea in all non-goblins/oni nearby (-2 to hit, 10' radius); goblins an oni are stimulated by this aura (+2 to social rolls with goblins or oni).
  17. Long horns or jagged antlers: slash 1d4 damage, charge 2d4+1 damage.
  18. Bulky, heavy-set, rotund... What's another nice way of saying fat? This bulk provides 1 extra hit point per level.
  19. Bakemono are very proud of their hair.
    Special tail: 1. prehensile, can pick up objects or hold an extra weapon; 2. scorpion - barbed, poison (same as poison fangs); 3. mace, 1d6 damage; 4. spiked, 1d8 damage; 5. croc, swim speed equal land movement; 6. beaver, amusing and slaps for 1d4 damage as a free action after a trip attack. Any tail can be used to trip an enemy, but deals no damage on the attack.
  20. Noxious breath: stun an enemy by coughing in their face. Save vs paralysis or target is stunned for one round.
Clockwork (d10):
  1. Has a clockwork cybernetic implant: arm with bladed fingers. 1d6 slash damage.
  2. Has a clockwork cybernetic implant: arm with pincer. 1d8 crushing damage.
  3. Has a clockwork cybernetic implant: arm with spring loaded punch. 1d6 damage and knock prone (once per combat, mechanism needs to be reset - takes five minutes).
  4. Has a clockwork cybernetic implant: legs provide a boost for running and jumping (+5' movement, +10' jumps).
  5. Has replaced legs with 4 clockwork spider legs (can climb most walls without check - slick surfaces are still a challenge).
  6. Has a clockwork eye that can see as microscope/telescope.
  7. Has a clockwork ear that can pick up tiny sounds and listen to hushed conversations. (Never fail listen check, easily deafened).
  8. Has a clockwork brain: neutral alignment, +2 Intelligence.
  9. Has one telescoping clockwork leg that can extend 10'.
  10. Choose some other clockwork body "improvement". Be certain to discuss with your DM, of course.
Use this Colour Chart from a potion guide on Inkwell Ideas to generate strange and interesting colour schemes for the odd features of your Bakemono (eyes, claws, fur or hair).
Skin Types Random Table (d12):
  1. Covered in lizard scales.
  2. Covered in fish scales.
  3. Leprous.
  4. Lumpy.
  5. Acne.
  6. Warty.
  7. Boils and weeping sores.
  8. Chitinous. (Choose two colours).
  9. Covered in shaggy fur.
  10. Covered in long hair.
  11. Covered in short coarse fur.
  12. Covered in short curly fur.
Eye Types Random Table (2d8):
  1. No result.
  2. Puppy dog eyes.
  3. Eyestalks.
  4. Feline.
  5. Arachnid. (Yup, eight of them).
  6. Cyclopean.
  7. Insectoid. (Compound eyes).
  8. Slits for eyes.
  9. One eye is significantly larger than the other.
  10. Eyes in palms of hands.
  11. Saucer-shaped eyes.
  12. Third eye. (Choose location).
  13. Lonpari: froggy, wide-set eyes.
  14. Snake-like.
  15. No eyes (sees by some other means, echolocation, sonar, sixth sense... No game mechanic changes. You can "see" you just have no eyes.
  16. Single glowing colour.
Strange Features Random Table (d20):
  1. Big, +2d6 inches and 3d4 pounds.
  2. Long-legged.
  3. Ape-armed.
  4. Huge nose.
  5. Freakish mouth.
  6. Huge ears.
  7. Giant hands.
  8. Big-ass feet.
  9. Strange limbs - arms.
  10. Paunchy or rotund, add 5d4 pounds.
  11. Eyebrows are bushy in the extreme, require tending of some kind.
  12. Sex organs of prodigiously obvious size.
  13. Small stature, -2d6 inches in height.
  14. Tail.
  15. Horns or antlers.
  16. Snout.
  17. Hooves.
  18. Strange limbs - legs.
  19. Claws.
  20. Roll twice.
Other Feature Types Suggestions:
Nose: Bulbous, hawkish, crooked, pointed.
Mouth: Mandible, fanged, slitted, fat-lipped - bite deals 1d4 damage.
Ears: Pointed, bat, monkey, floppy.
Tails: monkey, reptile, bushy feline or canine.
Horns or antlers: goat, ram or elk - deal 1d4 damage.
Snout: boar, feline, canine or bovine - bite/gore deals 1d4 damage.
Claws: retractable feline, crushing crustacean, avian talons - all deal 1d4 damage.