2014年7月18日金曜日

5e Race I: The Myconids

Myconids
The Fungal Adventurers
Cathto - DeviantArt
Rare is the myconid adventurer, the sun scorches their bodies and they are often met with confusion and hostility - especially when spraying spores to establish telepathic links.
On occasion, circumstances may force a myconid to leave the comforts of home and seek out adventure - your colony was wiped out and vengeance is the only thing that drives you forward or perhaps, you search in vain for a new family. A scouting mission may have led you deep into the Underdark and now you’ve become lost. Or, you could simply be struck by wanderlust - that awesome desire to seek out the unknown.

Any relief from sunshine is welcome: myconid adventurers often wear cloth veils, turbans or headdresses, some even carry huge parasols and others wear tinted goggles and long-sleeved gloves. How do you try to beat the sun’s hateful rays?

Myconids are incapable of producing spoken words. They can hear and understand other languages but have no spoken language of their own (they rely on telepathy to communicate). Myconid “names” are usually important beliefs or any natural phenomenon that occurred at the time of their birth. Myconid adventurers are usually nicknamed by their allies, since their mycon names have no pronounceable linguistic elements. Myconids have no concept of clan or family names, but have a strong sense of community nevertheless.

Myconid Traits
Ability Score Increase: Your Constitution score increases by 2.
Age: 4 to 24
Alignment: Lawful Neutral.
Size: Medium, Myconids continue to grow their whole lives. Add 1d4 inches per level, x1d4 pounds per level. Myconids over 8 feet tall are considered Large creatures with all the benefits/drawbacks of their size.
Height: 5’0” +3d6 inches. Weight: 150 +3d4 x height modifier result in pounds.
Speed: 30
Bulby Bludgeon-hands: Myconids tend to have huge, heavy hands and feet. Their unarmed strikes are very powerful. Punches and kicks deal 1d6+strength modifier damage.
Not-so-Spongy Morels: The large, strange shape of myconids means that armour is expensive and custom made (armour built for myconids will cost 5 times more). Myconids do not have a culture that produces armour as other races do because their spongy bodies harden and firm up over time. While unarmoured, you may add your constitution modifier to your armour class.
Sun Bad, Darkness Good: Myconids prefer cool, wet climates and avoid direct sunshine. They suffer -2 to all rolls when in bright sunlight. Little can be done to mitigate this discomfort. Even special clothing does little to help, though they will try anything to protect their moist, spongy hides.
Nearly All Things are Food: Myconids can eat almost anything. Any bio-matter can be consumed by standing atop it and resting, nutrients are consumed through the feet while “sleeping”.
Non-verbal Casters: Myconids lack a spoken language. However, there still exist among them many types of spell casters. Myconids may ignore verbal spell components, but their spell castings are slow and showy. Myconids use combinations of spores and wild gesturing to cast. Casters are -4 on initiative to cast spells.
Rapport Spores: Rapport spores create a telepathic link between you and the affected target (communication is only with the myconid, separately affected targets can not communicate with each other telepathically). Spores have a 10 foot range and establish a telepathic connection up to 200 feet away. You can maintain a link with a limited number of intelligent creatures equal to your level plus intelligence (or charisma) modifier. Rapport spores can be created at will. Rapport lasts 12 hours, or until the link is broken.
Pacifying Spores: A burst of spores with a powerful telepathic command can be emitted once per day. (Functions as Command spell, p.86 Basic Rules)
MacRebisz - DeviantArt
Hallucinator Spores: At 5th level, you can produce a cloud of powerful hallucination spores that cause confusion once per day. (Functions as Confusion spell, detailed below)
Animator Spores: At 9th level, you can animate a corpse with animator spores. The spores grow up out of the head, back, arms and legs of the host like horns of fungus. The spores require 1d4+1 days to reanimate the dead creature, after which it can be controlled through Rapport spores. The “zombie” is not undead and can not be turned. Only one zombie-like creature can be created at a time. The risen body continues to decay and after a period of 1d4+1 weeks will fall to useless pieces.
“Zombies” have one HD no matter the number of original HD, but they keep any natural attacks they had in life. A zombied owlbear would have 1HD (1d10), but make 3 attacks (2 claws and a bite).
Meld: Groups of myconids gather for several hours a day to meld. Melding is a telepathic interlink created by an elder. Myconids depend on the meld for worship, entertainment, social interaction and mental well-being. It is the raison d’etre of a myconid to engage in the meld. When adventuring, the meld becomes more difficult to perform. A 5th level myconid can create a meld with another myconid and gain one of the following benefits:
  • +1 to one type of saving throw roll (constitution rolls only, for example).
  • +1 inspiration point.
  • +2 to skill checks with an untrained skill of their choice.
This benefit lasts only 12 hours.
Myconids that go without the meld for extended periods become depressed and withdrawn. Un-melded myconids die after 1 year, shriveled and in anguish.
Languages: You can understand, read, and write Common and one additional language. You can only “speak” telepathically.

Confusion
3rd level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a dash of mushroom powder or poppy flower)
Duration: 1 round/level
A weirding wave surges forth from the caster landing in a burst of powdery fragrance. All creatures in a 15 foot radius sphere centred on that point make a Wisdom saving throw. A target is confused by strange hallucinations on a failed save (targets are unaffected on a successful save). Their actions become unpredictable. Confused targets should consult the following table at the start of each round (roll 1d6):
  1. Wander away for 1 minute. Do not re-roll each round, this creature leaves the scene.
  2. Cower and whimper for 1 round.
  3. Scream and gibber for 1 round.
  4. Attack nearest ally for 1 round.
  5. Attack nearest creature for 1 round.
  6. Act normally for 1 round.
Any confused creature that is attacked automatically attacks its attackers on its next turn.

Inspirations:
Cathto at DeviantArt: Myconid art
(Check it out. Cute monsters, too.)
MacRebisz at DeviantArt: Myconid art
(More good stuff.)
Wikipedia: Cordyceps
(Seriously, fuck cordyceps. Too creepy.)
OSR Version: Fungal Murderhoboes
(Such great fun, this OSR mushroom-man.)
2e Monster Manual: Myconid
(Invaluable resource! Online!)

2014年4月18日金曜日

OSR Superstar Monster Inspirations and the Reject...

The OSR Superstar contest has been underway for some time over at Tenkar's Tavern. I was fortunate enough to pass through the first round of magic item creation. Now, round two is all about monsters and I wanted to share a little of the imagery that inspired my entry... and also share the entry that didn't make it.


Inspirations...

Inukshuk, Foxe Peninsula



Moai, Easter Island

Totem Pole, Pioneer Square 1907

And the reject...

Aradschai
No. Enc.: 1 (Extremely rare)
Alignment: Chaotic
Movement: 15 (Fly, telekinetic)
Armour Class: 0 (for small size and hardness)
Hit Dice: 3d4+2 hp* (number facets of the crystal form)
Attacks: special
Damage: special
Defenses: immune to normal weapons
Save: MU 10
Morale: 10
Hoard Class: varies
XP: 2900

Background: The Aradschai, also called spite crystals, were formed long before the dragons ruled and only a few of them survive today. Spite crystals are highly intelligent, using deception and subterfuge to attain power and wealth. However, the æons have been unkind and now separated and insane the Aradschai seek vengeance over the dragons and elves that destroyed them. Some seek an end to the curse of their kind, as spite crystals are magically compelled to avoid each other.

Ecology: The Aradschai vary in shape (usually tiny and rough edged) and colour (red, purple, blue and black are common). They are chaotic and mad. Spite crystals are repelled by the Shroud - an ancient elven curse which keeps them apart. Unlike naturally formed crystals, SC do not grow in size. Two crystals could "mate" if they can find some way to overcome their curse.
Spite crystals are powerful magical entities and detect as magical and chaotic. They are capable of casting magic-user spells (and cast as 10th level MU). They use Telekinesis and Telepathy as spell-like abilities at will. Their crystalline shape magnifies charms, enchantments and mind control powers; -2 to save vs these spells.
Conjure Elemental (variant): The Aradschai can gather earth to create a protective form. Given enough material, the spite crystal can generate an earth elemental body at a rate of 4HD per round up to 12HD (as a 12 HD Earth Elemental). The Aradschai is completely engulfed and protected, only becoming vulnerable to attack when the elemental body is reduced to half health.
The Aradschai is incredibly hard and suffers no harm from normal weapons. Even magical weapons can only mar or scuff the surfaces of a spite crystal: magic weapons deal only 1 point of damage, breaking or cracking a facet. Artefact weapons or +5 weapons will deal full damage and completely sunder the Aradschai.

Tactics:
  • Disguise self as a powerful Ioun Stone.
  • Play possum as a small gemstone in a hoard.
  • Charm powerful monsters (like dragons) and use them to overpower others.
  • Conjure an elemental shape to test powerful adventurers before enslaving their minds.

2014年3月5日水曜日

Spells Inspired by Oglaf

Oglaf Spells
Oglaf is an awesome web comic. Read it. (Beware of boobs, however. It can be a little bit NSFW.) It IS hilarious every time, though; also confusing, bewildering and inspiring. The latest offering has spawned some spell ideas and I wanted to make sure credit was given where credit is due.
So, read Oglaf... be inspired by weirdness!

Bascinet. Another Oglaf awesomeness.

Infant Gestalt
Level: 3
Duration: Caster level + 6 Turns*
Range: 30’
For a brief period of time, the target is reduced to a number of smaller, younger selves. These younger selves can perform multiple tasks or work together to perform a single task. The Infant Gestalt has a splintered persona and each infant will characterise a different aspect of the target.
The number of infants in the gestalt is equal to the targets hit points. Each infant has one hit point and can deal a maximum of 1 damage. Strength is reduced to 3, other stats/scores are as they were.
* If the Infant Gestalt spell is cast as a curse under a new moon, the effect is permanent. If cast as a boon, the spell acts as normal.

Summon Faceless Knight
Level: 2
Duration: Special*
The Faceless Knight can be called through smoke or shadow, arriving fully armed and armoured with the visor of his helm shut. The Faceless Knight can not tell lies. The Faceless Knight will serve faithfully for a number of turns equal to the caster's level, but desperately hates the caster for bringing him to this plane. The caster can attempt to press the knight for an extended service; should the contest of wills fail, the Faceless Knight will attempt to kill the caster before escaping to its home plane. If the contest ends in favour of the caster, the Faceless Knight will remain in service for a number of days equal to caster level.

The Faceless Knight
Alignment: Lawful Murderous
Armour Class: 2 (descending)
Hit Dice: 5
Save: F5
Morale: 12
The Faceless Knight is immune to normal weapons, but suffers a weakness to wood (Wooden weapons deal +1 damage per die; Yew is especially dangerous, dealing double damage). The Faceless Knight bristles with +1 weaponry: longsword, axe, flail, crossbow, daggers. His tarnished plate mail radiates shadow and obscures everything in 5'. When the Faceless Knight raises his visor, he can loose a terrible death shriek (30' radius, 1d6 damage, save vs death: stunned 1d4 rounds).
When the knight is defeated, his corpse and gear melt into shadow and smoke.

Oglaf answers the important questions, too.


Call Giant Eagles
Level: 3
Duration: Special
Range: 100 miles
Passing a message to any small winged creature, you can call for aid from the Giant Eagles. The birds do not simply arrive, either. They can only make their appearance when things are most dire or the timing most dramatic. Giant Eagles are "proud, majestic creatures. You can not control them, merely beg their assistance. They will perform one task, winging as far away as 100 miles.

2014年1月31日金曜日

Tag Team Tokyo: House Rules for 2 Player King of Tokyo

King of Tokyo: Tag Team

The Basics: Mutants, robots, aliens battle for control of Tokyo in a press-your-luck, dice-rolling and card-drafting game designed by Richard Garfield (perhaps better-known for creating Magic: The Gathering). Um, actually... if you don’t already know what this game is about, check out Wil Wheaton’s Table Top episode. It’s a good way to waste 30 minutes and get a better picture of the game than I can describe here.

The Problem: Anyone that has played and enjoyed King of Tokyo likely did not play the game with just two players. The game becomes very one-sided and there appears to be very little that can balance the game other than another player.

The Solution: Invoking all kinds of Gojira and Gamera nostalgia, a small attempt at fixing this came to my table in the form of wrestling style tag-team matches. The game basically functions as normal, with a few small changes.
Detailed below are some house rules for tagging up for some crunchy, satisfying 2-on-2 monster mashin’.

King of Tokyo: Tag Team Match


The Deck: Use all power cards as written. If a card affects all monsters, ally monsters are also affected. I recommend removing the following cards from the deck before playing head-to-head: Fire-breathing (Neighbours? This is head-to-head. Too confusing.) Nova Breath (7 energy to punch your ally in the back of the head. Derpy, but you can leave it in if you like it.) Possibly also Healing Ray which becomes so OP (but I like leaving it in.)

Tokyo: Take Tokyo, as per the rules. Use both Tokyo City and Tokyo Bay. A monster must be attacked to leave Tokyo, unless they possess some power to do so. While in control of Tokyo, all attacks are focussed on the enemy team. Your ally monster is safe from your attacks. You are NOT safe from their attacks. Think of this as friendly fire, misfires, miscommunication… whatever sells the story for you. Gamera and Gojira mashed each other accidentally when they were working together. An ally may take Tokyo from another ally only by attacking them. TAG! You are in. (If both ally monsters are in Tokyo, their attacks do no harm to each other. Consider this an advantage for claiming both spots in the city.)

Victory: Both teammate monsters must be eliminated or both teammate monsters must reach 20 Victory Points.

Tips: If you are like me and suffer the goldfishy memory deficiency, use some kind of turn tracking device for your monsters. I currently use the elastics which bind my game cards. Drape the elastic over the monsters to indicate who goes next. Another option might be using poker chips.

For a longer variation:
がんばって, Gigazaur! ファイト!
Down, Not Out!: When a monster is eliminated, it may return to play on the next turn. It loses all power cards, VPs and energy. However, it can heal 2 health per heart rolled in this turn. On this roll, no points count, no energy is claimed nor are attacks. Only count up your hearts. 3 hearts = 6 health! 
Woo! You are back in the fight.

The Verdict: 2-on-2 King of Tokyo provides a little more bang for your 2-player buck and will draw the game out a little. Unfortunately, the truth is that even tag-team has it’s own kinks and hiccoughs and the game REALLY is best with 3 or 4 different players.

2013年9月21日土曜日

Neo-Tokyo Neo-Weaponry


God Eaters & Gunblades: New Weapon Types and Mods

A personal obsession with conversion or combination weapons has grown since Squall first pulled the trigger on his gunblade back in FF8 and recently my gaming has turned back to God Eater, which is a bad ass game featuring anime-style characters wielding ridiculously over-sized weaponry that can change attack mode from range to melee to defense. 
The Neo-Tokyo weapon vaults have been sitting on a stockpile of balance-devastating gear for some time now. Most of the presented weapon types here are meant to be rare and unusual, not the equipment of the rank and file soldier or street thug. 
Cost factor presents a multiplier for the cost of the weapon. The costs involved are meant to be a balancing element, but obviously completely optional for anyone using these mods. Upkeep is a system that indicates that a weapon requires special attention and maintenance between sessions.

Edit: All costs assume the gold standard for the setting, which is yen in Neo-Tokyo.

Note: the weapon types presented are non-magical, as presented. A DM can change that according to their own discretion.

Dangerous Weapons 
(Originally presented in the +Barovania character generation document by +Reynaldo Madriñan, I've swiped the original concept for Neo-Tokyo weaponry. This was actually one of the inspirations for this post.)
  • Deals powerful or wild attacks.
  • Requires a power source of some type - magic spells, petrol, electricity, semi-sentient, etc.
Cost factor: x2
Benefit: the weapon will deal the next higher die of damage; a dangerous short sword will deal d8 instead of d6.
Drawback: the weapon will harm the wielder on a fumble of 1, a result of a misfire or misuse of the weapon; ongoing upkeep and maintenance (between sessions, if the weapon is used) is equal to half the base cost - ammunition cost for ranged weapons is multiplied as normal. Try to establish a good reason for this upkeep cost: fuels, special cleaning, recharging.

Brutal Weapons
  • Spiked, double-bladed, or sinister in design.
  • Savagely designed to deal additional damage.
Cost factor: x2
Benefit: Roll an additional die for damage and drop the lowest result.
Drawback: can not deal subdual damage; can not be concealed.

Over-sized Weapons
  • Initially designed for mechs to wield, have been repurposed by crazed adventurers.
  • Huge! Deal more damage!
  • These weapons are considered their normal weapon type for proficiency purposes, but one size level larger.
Cost factor: x2.5
Benefit: +2 damage.
Drawback: heavy, unwieldy and difficult to use, -1 to hit with the weapon (no penalty for large sized users).
Note: additionally large weapons increase in die type (and cost) as dangerous weapons. However, they likely become completely un-wieldable by small or medium creatures.

Since weapons may change damage dice as they grow, the following scale can be used for reference with additionally over-sized weapons. 
Damage Dice scale: d4>d6>d8>d10>d12>2d6>2d8>3d6>2d10>3d8

Convertible Weapons
  • Changes a melee weapon to a ranged weapon to a shield. Wielder requires proficiency with both weapon forms.
  • Requires 1d4 rounds to convert forms safely. Weapon can be converted quickly by making a Dexterity or Intelligence check. Each point of success reduces the time required by 1 round; if reduced to 0 rounds, the weapon can be converted and used in the same round. Each point of failure indicates a misfire or glitch in the conversion that causes 1 point of damage.
Cost factor: Add weapon costs together and multiply by x1.5
Benefit: Conversion weapons are highly versatile. When using the shield form, AC and all saves improve by 1.
Drawback: Conversion process is slow and usually dangerous.
Note: these weapons are usually also combined with the oversized weapon type and dangerous weapon type.


God Eater is a badass game with loopy fucking weaponry.

Here are some example weapons, including the Chainsaws promised ever-so long ago.

The Chattersword is a chainsaw short sword with the brutal and dangerous types. It can be wielded one handed, uses petrol as a power source and deals ridiculous amounts of damage.
  • Cost: 40 (Long sword 10 x4), upkeep 5: fuel and cleaning.
  • 2d8 (drop lowest)
  • harm self on 1 (fumble); kickback slashes wielder.

The Buzzblade is an oversized two handed sword chainsaw, as a Chattersword.
  • Cost: 150 (Twohanded sword 15 x10), upkeep 8: fuel and cleaning.
  • 2d12+2 (drop lowest),
  • harm self on 1 (fumble); kickback slashes wielder.  
  • -1 to hit; very big!

The N.O.S. Plasma Cannon is a two handed ranged weapon with the over-sized and dangerous types. It deals an intense blast of heat damage and uses an energy cell as a power source.
  • Cost: 500 (Rifle 100x5), upkeep 60: requires cleaning and recharging.
  • 1d10+4
  • harm self on 1 (fumble); weapon misfire.
  • -1 to hit; strains strength to lift and aim.

The Oni shock troops favour a brutal thrown weapon colloquially called the "Thunderang". It has the over-sized and brutal types. Some deal thunder damage and have the dangerous type, also.
  • Cost: 20 (2 x10), upkeep 1: needs to be rubbed with special oils, common among the Oni.
  • 1d8+2
  • harm self on 1 (fumble); strangely aerodynamic return, missed the catch.
  • -1 to hit; awkward aiming the device.

The Pachidama is a two handed ranged weapon with the over-sized and dangerous types. It launches a barrage of small ball bearings and uses a clockwork drive with magnetic cells to amplify velocity. Due to the extremely high rate of fire, this weapon can only fire in bursts. This weapon has a large ammunition canister worn on the back. It is extremely heavy.
  • Cost: 650 (Heavy Rifle 150x5), upkeep 50 per refill or 150 per canister.
  • 1d10+4*
  • Attack rolls made to determine crit or fumble, harm self on 1 (fumble); weapon misfire.
  • -1 to hit; strains strength to lift and aim.
  • One Canister holds 10 bursts.
  • Requires 13 Strength, 13 Constitution to be carried for any length of time.

The Charge Spear God Arc
The God Arc is a rare weapon composite of 2 or more weapons. This God Arc is a Heavy Rifle, Spear and Shield composite: the Charge Spear. It is over-sized, brutal and dangerous. It is powered by biological components of an unknown nature.
  • Cost: 1148 (Chatterblade Spear 3 + Heavy Rifle 150 x7.5), upkeep 75: requires cleaning and recharging.
  • Chatterblade Spear 2d10+2 (drop lowest), Heavy Rifle 2d10+4* (drop lowest)
  • Conversion, as per above. Shield form provides AC and saves bonus of +1, can not attack with this weapon in shield form.
  • Attack rolls made to determine crit or fumble, harm self on 1 (fumble); weapon misfire.
  • -1 to hit; strains strength to lift, swing or aim.
  • One clip holds 30 shots or 3 bursts.
  • Requires 10 Strength, 10 Constitution to be carried for any length of time. (Not a lot, but school girls can swing these with training.)

2013年9月18日水曜日

Yes, but these...

I love monster modification tables. I love rolling dice to make things more horrid. I reckon most DMs love these things.
Here are some universal monster modifications to throw your players a curve ball shaped like an exploding ogre with beholder eyestalks. Zombies are too boring? Now they are immune to fire and self-immolate as they hug and munch your PCs brains. Griffons in your campaign are now inexplicably afraid of parchment and have a predilection for devouring gold and silver.
Roll a few times on the d12 table and add the results to your next random encounter.
Yes, but these ______s:
1. Explode in a 10' area when they perish. (Roll d4)
Displacer Cubes: Because your DM hates you.
  1. Fire or burning ash
  2. Acid
  3. Bone and viscera
  4. Poison cloud

2. Are immune to fire and... (Roll d4)
  1. Self-immolating
  2. Breathe fire
  3. Immolate others psychically
  4. Break into smaller flaming selves when wounded

3. Are immune to cold and... (Roll d4)
  1. Covered in thick ice armour
  2. Have a cone of cold breath weapon
  3. Creak and moan like ice breaking (morale breaker)
  4. Are the frozen vessel or prison of another entity

4. Has dangerous blood (spatters attacker like a counter-attack). (Roll d4)
  1. Acid
  2. Contact poison (kills in 1d12+Con rounds)
  3. Causes insanity through horrific visions
  4. Causes petrification

5. Are really cyborgs or machines. (Roll d4)
  1. Clockwork
  2. Advanced tech (looks totally realistic with fur and flesh covering tech)
  3. Steam-powered
  4. Alien tech

6. Are Undead (if already undead, then they are positive energy undead). (Roll d4)
  1. Level drain
  2. Steal vitality (Ability drain; heads - STR, tails - CON)
  3. Mindless and murderously motivated to destroy the living
  4. Must consume living flesh

7. Is a shapechanger; takes the form of: (Roll d4)
  1. Any animal
  2. Any humanoid
  3. Anything it can see
  4. Anything at all

8. Consumes unusual material for sustenance/powers. (Roll d8)
  1. Gold or silver
  2. Non-precious metals
  3. Gemstones
  4. Magic
  5. Eyes
  6. Bones
  7. Fetuses or newborns
  8. Sex organs

D'aww! Chaotic Cute!
9. Has an alignment diametrically opposed to the nature of its kin: a Chaotic Evil Gold Dragon or Chaotic Good Baatezu, for example. OR Roll a random alignment below and remove results of the current alignment of the affected creature. (Roll 2d6)
  1. Lawful
  2. Chaotic
  3. Neutral
  4. Evil
  5. Good
  6. Unaligned

10. Has an unusual weakness. (Roll d6)
  1. Water deals damage as fire
  2. Aversion to paper or papyrus, flees from it
  3. Fearful of children (or halflings)
  4. Allergy to Gold (suffers mortal wounds from gold weapons)
  5. Specific spices, seasonings or salt
  6. Flowers, specific types are poisonous

11. Composed of powerful magic, can be dispelled. Power source: (Roll d8)
  1. Necromancy
  2. Elementalism
  3. Blood Magic
  4. Heliomancy or Lunomancy
  5. Divinity
  6. Fae Magic
  7. Hateful or Righteous Force of Will
  8. Madness

12. Has the combined powers or physical parts of two or more creatures. (Roll d4)
  1. Eats the heart or major organs to steal strength from victims, takes one power temporarily for each organ consumed
  2. Spliced together by mad scientists
  3. Hellish abomination, twisted and insane
  4. Polymorphed composite of two creatures, as by Polycorporation

New LL Spell: 
Polycorporation (MU 5)
Duration: Permanent*, Range: 10’ 
Two creatures are mystically combined. This bonding can be undone by another polymorph spell or a dispel magic spell. AC and HD are added together and halved (half HD are added as +1 per remaining HD). Saves are based on the higher HD creature. All abilities, defenses and attack modes are retained. *Willing creatures can remain combined indefinitely. Unwilling subjects of the spell can throw off the effects after a number of turns equal to the caster’s level+6.
New Monster:

Corpidius, a powerful sorceror, has decided to polycorporate the orcs in his service with the displacer beasts (or phase tigers) from his breeding pens. The result is a terrible bloodlusting hunter with 10 limbs.
Displacer Orc: a six-legged tauric creature with two arms and two whip-like tentacles emerging from the shoulders. 

  • AC: 5 (6/4) 
  • HD: 3+3 (1/6, half level becomes +3) 
  • Morale: 10 
  • Attack: by weapon, shoulder whips 2d4/2d4 
  • Defenses: displacement, all attacks against a displacement orc are -2 to hit and saves are made at +2 
  • Saves as F6