Showing posts with label killer copper pieces. Show all posts
Showing posts with label killer copper pieces. Show all posts

Thursday, July 16, 2026

Killer Copper Pieces: Chiniya-Ayinich

The symmetry and ratios of human bodies prove that we are not children of the gods - their creations, arguably, but shaped by sober hand and intellect rather than born in hot, wet passion.

Sex meshes poorly with deities' creative energies. They become undirected, chaotic. More often than not they birth monsters - blessed by their parentage, but shamefully cast out and hidden all the same.

This loveless lovechild of the divine has three eyes and two faces, one masculine and one feminine. Their eyes are black from corner to corner, and their skin is red on one side, and white on the other. They stand tall and crooked, and their feet are twisted backwards.

They delight in spying on the discord and treacheries of mortals. They are constantly hungry, as they may gain nourishment only from the flesh of the faithful and true.

They are

Chiniya-Ayinich

HD: 6 AC: 15 ATK: 1d8+4 smack or crunch plus Bouquet of Viscera SAV: 12 MOV: As ogre INT: As very well-informed person ML: 6
No. Appearing: 1

Bouquet of Viscera: Take 1d6 damage to a random attribute, caused by a random limb, cluster of fingers and eyes, or other such organ sprouting somewhere on your body. This attribute damage cannot be healed until the excess organ is removed.

Mother's Cloak, Father's Footsteps: By day Chiniya-Ayinich is invisible. By night Chiniya-Ayinich is inaudible (though may still speak if they so choose).

Voyeur's Vim: Chiniya-Ayinich speaks all living languages, and knows the secrets of all living people. They are loathe to share these secrets, preferring to whisper them back and forth between their two mouths in remote lairs. Chiniya-Ayinich will share a secret they know only if:
-They are wrestled into submission or otherwise captured
-They are gifted a faithful and true individual to eat

Tuesday, July 14, 2026

Killer Copper Pieces: Jinjoris

(God bless Uguisu Sachiko!!!)
 
They are the lowest rung of the world's creatures - pure evil in the flesh. They're vicious brutes, they smell, I'd bet they eat their young. And they hide among us! They could be your friend, your neighbour - your very family! Everybody who's walked in the woods knows this.

Actually, they're corpse-lickers, marrow-slurpers, feasters in the wake of witch-hunts, riots, and persecutions - stirrers-up of the same.

Cowardly lurkers who flit through the shadows at the edge of torch-light, between the boughs of trees, letting others butcher their prey for them.

They are

Jinjoris

HD: 2 AC: 14 ATK: 1d4 cast stone or 1d8 bite SAV: 8 MOV: as horse, climb as monkey INT: As person ML: 6
No. Appearing: 1d4
Surprise 3-in-6 unless lured out by a funeral

Song of the Jinjori: Jinjoris love to sing - and their singing festers paranoia and hatred in the hearts of those who hear it. Those who hear the singing of a jinjori must save or begin to believe that jinjoris are hiding among them, revealed by certain signs, and must be rooted out and killed. For every sign of the jinjori someone displays, they receive a -2 reaction roll modifier with people in the jinjori's feeding grounds. Those affected by the song will not recognize a true jinjori as a jinjori, alive or dead.
 
Roll on the table below to see which signs an affected community believes reveal someone as a jinjori (1d20x3): 
1. Red blood
2. Unibrow
3. Stinking breath
4. Bald head
5. Sleeps lying down
6. Light hair
7. Vulnerable to iron
8. Long nails
9. Can't say their own name backwards
10. Narrow eyes
11. Green eyes
12. A mole
13. Stooped posture
14. Eats fish
15. Yelps if splashed with boiling water
16. Pointy ears
17. Can't hold their drink
18. A runny nose
19. Missing teeth
20. Stubby neck

Jinjoris' fondness for songs makes them hungry for new ones. For each song you can teach a jinjori (or group of jinjoris) its reaction roll improves by +2. A jinjori will already know all songs originating from its feeding grounds, but has a 3-in-6 chance of knowing a song from outside it - and no chance if the song's from exotic parts.

Execution of the Jinjori: Those under the spell of a jinjori's song come to believe that jinjoris must be killed in a particular manner - this tends to help the true jinjori feed on the corpses of those who are accused of being one.
 
Roll on the table below to see which execution method an affected community believes is necessary (1d6):
1. Being put in a bag and thrown into a river.
2. Roasting atop a pyre.
3. Live burial.
4. Throwing off a cliff.
5. Tied to a stake and exposed to the elements.
6. Pursuit and mauling by dogs.

On the other hand, jinjoris are attracted to actual, respectful funerals, and can be lured out of hiding with such - or a convincing imitation thereof. This is a fact that would be known to sages, and not to communities under the spell of a jinjori.

Tuesday, May 26, 2026

Killer Copper Pieces: Mister Mittenbiter

He walks through town with his dapper hat and his dapper coat. He's got a refined bearing and an easy stride.

He is tall - maybe the tallest man you've ever seen. He's got no gums - but you won't see this until his grin stretches wide and the lips peel back to show long, long teeth planted right in his jaw-bones.

When he comes across lone children he pinches their chin and turns them this way and that. Most he doesn't bother with, not worth his time, not worth his trouble. In some he sniffs out the seed of kindred-spirit, and kidnaps them to initiate into his gang of pickpockets, muggers, and murderers.

The unluckiest few he takes into his hands and he bends and breaks and nibbles away at them, until they're unfit for any path through life but as beggars. He'll come back for them, years down the line, when they're thoroughly steeped in despair, and he'll eat their souls and leave their empty bodies in the gutter. He does the same to those in his gang, tearing the ghost from them as they hang from the gallows and the gibbets.

He is

Mister Mittenbiter

HD: 5 AC: 15 ATK: 1d8 cane smack and 1d8 bite, plus Mutilator SAV: 12 MOV: As ogre INT: As evil man who is used to manipulating children and obsequious social inferiors ML: 6
No. Appearing: 1 plus 1d6-2 nasty children (stat as goblins, equipped with shivs and razors and other such improvised weapons)

Aura of Gentility: It's not mind control, it requires no save, but Mister Mittenbiter is surrounded by a feeling that he's better than you and he can do what he wants - if you are accustomed to feeling that you are better than others, you feel that he is an equal.

Mutilator: All of Mister Mittenbiter's attacks that deal damage also deal a wound. He is a brute well-acquainted with how to hurt and mangle.

Killer Copper Pieces: Gostreochors

Horses will eat baby birds. They're still herbivores - it's an opportunistic thing, an accident really. If you had as long a face as they did, would you be able to see what was in front of your mouth while grazing? 
 
These horrible waterfowl would eat a baby bird on purpose and not feel even a little bit bad about it. There's an evil in them that goes beyond the cruel indifference of nature.

They wait on the surface of water bodies, rears hanging in the air as they nibble on plants and little critters below. Their rears bear a striking resemblance to the face of a drowning person, aided when they flail and slosh about, and their cloacal flatulence mimics the desperate gasps and screams of such a person as well.

They're clever enough - or instinctually-programmed - to use overturned boats to add to their charade, and sometimes use their victims as props too.
 
When you go to help these "drowners" they'll wrap their necks around your legs and hold you under til you stop struggling, honk-laughing at you while they do. Idiot. Moron. You deserve to die, and they deserve to kill you.

They are

Gostreochors
 
HD: 1 AC: 12 ATK: 1d4 bite + automatic grab with strength 14, Assblast SAV: 6 MOV: As goose INT: As crueler than usual goose ML: 8
No. Appearing: 1d8
 
If you fall for gostreochors' ruse they get a surprise round on you.

Assblast: Fleeing gostreochors will attempt to projectile poop in your eyes and wounds. When a gostreochor fails a morale test, save or contract a disease as its poop gets in your eyes and wounds. Having a shield grants advantage on this save.

Monday, May 25, 2026

Killer Copper Pieces: Kinsutes

Among the three poisonous servants of the sorcerers number these:

Take one unwanted by their family, by force or guile or sale, young or old, healthy or sick - it does not matter.

Put a coin in their mouth. Make sure they do not swallow it yet. Wrap them in a sable shroud, so tightly they cannot escape it on their own - break their limbs if you must. Pour sow's milk over their face until they can barely breath. Abandon them on a mountainside.

If all goes well then the land will not know what to do with them, and they will be transformed into a black boar. This boar will be compelled to sniff out valuables and scarf them down, and when its belly is full of them it will return to you. Then you may cut it open and retrieve the wealth it has swallowed, but you must then provide it with a doll - it doesn't matter how raggedy or fine - and allow it time to wallow with its dolls while the slit in its belly heals.

It's really not worth trying to skip out on your end of the bargain.

They are

Kinsutes

HD: 3 AC: 13 ATK: 1d12 gore SAV: 9 MOV: As wild boar INT: As desperate person ML: 5
No. Appearing: 1d4

Shapeshift: A kinsute can change back into its human form, but it will always be wearing an article of black clothing and have a pig's nose. Also, if presented with an object of any significant monetary value while in human form it must test morale or revert to boar-form and attempt to consume it. In human form their stats are pathetic, don't even bother with them, they pretty much only take human form to beg for their lives or sneak around poorly.

Kinsutes can sniff out valuables as a truffle-pig can snort out truffles.

A kinsute's belly will be filled with 4d6 sp worth of valuables. However, killing a kinsute transmutes the valuables in its bellies into reeking black sludge. Valuables in a kinsute's belly will otherwise be fairly preserved. They will resist anyone but their creator trying to cut open their belly with all their might.

If denied its dolls and doll-time, a kinsute will double in size, HD, damage, speed, etc., and seek to devour its creator as it as it once did valuables.

Killer Copper Pieces: Himantopodes

When the Great Horde of the Heathens came to golden Kitezh, a third of the city chose to surrender to the Horde, a third of the city chose to put their faith in God to save them, and the final third couldn't choose to commit to either.

One third of Kitezh was slain, and one third was protected - which was the prayerful and which the surrendered is not remembered. Of the third who couldn't choose: being lukewarm, God spat on them.

Their skin became like cracked leather, their bones frayed and splintered. Their teeth fell out, replaced by a single fang protruding from the roof of their mouth, and the flesh of their face became as clay.

They are worthless creatures, able only to wriggle in the dirt and scrape for the roots of grasses - when they take hold of another creature, though, they become fearsome. Their tentacular legs can take hold of any mount, and they draw frothy reins of phlegm and spittle out from the mouth of their steed. They tap veins with their fang for blood, and when they exhaust their ridden-thing they delight in marching it off a cliff - bonelessly and harmlessly bouncing away themself.

The accursed third of Kitezh curse all of God's creatures.

They are

Himantopodes

HD: 1 AC: 14 ATK: 1d8 spear or 1d6 bow, 50/50 chance of being armed with either SAV: 7 MOV: As crawling person, or as mount INT: As person ML: 6 while mounted, 4 while dismounted
No. Appearing: 3d4 (1/3rd on horses, 1/3rd on people, 1/3rd on miscellaneous creatures)

Hellish Visage: Himantopodes make a sport of shaping their faces into the scariest shit they can imagine. On encountering himantopodes, hirelings and animals must test morale or be frozen with terror for 1d6 rounds.

Himantopodes don't take falling damage.

Wednesday, May 13, 2026

Killer Copper Pieces: Glossgallers

Tucked away where you wouldn't expect them, grit-slicked and pearlescent, combining the vagaries of organic growth and the sensitivities of architecture - hanging orbs and onion domes, conch shell spines and chandelier tubes. There's a beauty to them that even beasts respect - no bird-droppings splatter them. These are their anchorholds.

Wet-eyed, whimpering, stretched-out faces and tongues rasping across cracked lips. Torturous posture walking on their elbows and their feet, paws clasped in prayer. They pray for themselves, and for the god they were damned with. Being damned, their prayers are worthless. They need yours.

Ruins speak to the culture they once practiced. Now they have only this, their only worthwhile pursuit.

They will lick the tendons from your heels and drag you away, drop you into the cell they've drooled for you and seal it up. With deprivation of sleep and meals and a constant channeled droning they will break you down until you hope for their salvation as much as they do. You will pray the rest of your days in the dark, food and water kissed down your throat by long, sharp tongues. They have a tremendous debt to pay.

They are

Glossgallers

HD: 2 AC: 12 ATK: 1d4 Tongue Stab (30-ft. range) SAV: 6 MOV: As three-legged dog INT: As desperate, driven person ML: 7
No. Appearing: 2d4

Tongue Stab: Their radula-tipped tongue launches out like a chameleons. Save, or roll on the table below as it pierces something important (1d6):
1. Blinded in one eye until healed.
2. Hand disabled until healed.
3. Leg disabled until healed.
4. Heart struck - triple damage.
5. Stomach - stunned for round retching, must eat additional ration that day.
6. Throat - can't speak until healed.

Killer Copper Pieces: Sceadtwains

Is the flesh stronger than steel? Perhaps, perhaps. Certainly more fearsome.

These assassin-creatures of the fleshworkers are born from an induced twinning - the twins are then made to devour each other in the womb. One twin eats the other's flesh while the other eats the first's shadow. Then, it is born - one being, two bodies, one of flesh and one of shadow.

Unactivated, they resemble the human they would have been born as, their other body resting as a shadow in the light should. Activated to kill, and they are like an over-buttered bag of popcorn - soggy, wrinkled, warped and split, innards spilled onto outtards. Their shadow-self rises as an illusory duplicate, connected to their flesh-self by a black thread that wriggles along the ground like a worm.

Their leash (besides the indoctrination from a young age which should be practiced with all assassin-creatures) is the promise of return to and maintenance of their human form, to their ordinary life. Only their creator can do this. Masterless ones exist in the margins, bundled up like lepers - honed killers pushed to the edge.

They are

Sceadtwains

HD: 3 AC: 14 ATK: As weapon SAV: 9 MOV: As human who is really good at parkour INT: As trained assassin ML: 6
No. Appearing: 1d3

Peekaboo: A sceadtwain that's just been put into kill-mode gets a 4-in-6 chance of getting a surprise round. The sceadtwain's master must be in earshot to give the signal.

Bilocation: An activated sceadtwain has two bodies - one illusory and one physical. The bodies must remain within 30 feet of each other, and are connected by a black thread along the ground. If this thread is severed, the illusory body winks out of existence and re-emerges the next round from the physical body's feet. The thread can't be severed by cutting - it is itself a shadow - a solid obstacle must completely block the connection.

A sceadtwain can switch which body is illusory and which is physical once per round as a free action, including in response to an incoming attack. If something physical is within the illusory body when they swap, the sceadtwain takes damage as if telefragged.

Friday, April 10, 2026

Killer Copper Pieces: Boxtopi

They come from unknown leagues beneath the sea to perfect their art. At first they struggle and bleed without the water to buoy them. At last they stand proud, and strike faster without the water resisting them.

They are not warriors, not soldiers, not invaders, but rather seekers - chasing that mirage which fades more the closer you approach it, the pinnacle of martial arts, of strength: to be unrivaled under heaven.

They are

Boxtopi

HD: 4 AC: 14 ATK: Boxtopunches SAV: 9 MOV: As human, as octopus in water INT: As human-equivalent, but alien thought process ML: 8
No. Appearing: 1

Seeker's Code: Boxtopi are not mere killers. They want to test and be tested, learn and become stronger.

A boxtopus will set up a 20' x 20' arena somewhere it knows that strong opponents will have to pass through - a chokepoint, a bridge, a crossroads, etc., or else it will entice opponents with a prize for defeating it.

However, this is not a lawless battle to the death. A boxtopus will insist on fighting one-on-one, within the bounds of its arena, without weapons, without ambushes. Fight according to these rules, and the boxtopus will spare defeated opponents, and only use one Boxtopunch per round. Break any, and the boxtopus will fight to the death, using three Boxtopunches per round. Knocking the boxtopus out of its arena without breaking the above rules counts to it as an honourable victory.

Boxtopunches: All boxtopunches do 1d6 damage, in addition to a random effect per below (1D8):

1. Jaw-Splitting Uppercut: Critical range of 18-20.

2. Blade Hook: Save or be disarmed of your weapon or shield.

3. Cross Rush: Save or be knocked prone.

4. Slicing Non-Elbow: Save or be blinded until you wipe the blood from your eyes.

5. Hammer Tentacle: Save or be knocked back 5'.

6. Supercephalopod Punch: Save before the attack roll - if you fail, your AC counts as only 10 against the attack.

7. Sucker Punch: Really more of an open-tentacled slap. Save or have a piece of armour or other worn equipment stripped off you.

8. Tip Jab: Strikes first regardless of where in the initiative order the boxtopus is.

Tuesday, April 7, 2026

Killer Copper Pieces: Mangraves

Brack-anchored predatory trees, the elegant arched spindles of their roots gathering scabrous silt. Their bark is alabaster, their leaves a delicate, sensual pink - but they are consummate vegetable shapeshifters, able to match their appearance to surrounding plant-life. The wary can still spot them by their accompaniment: carrion-beetles, corpse-nibbling fish, and suchlike - and of course they become obvious when their sucker-tipped roots rear up from the water.

They hunt by detecting animal heartbeats. In turn, they are hunted by the people who share their coastal environments for their rich crimson sap, which can be worked into the finest rubber and plastic, or made into gum that is chewed to promote vitality. These tree-hunters take drugs to depress their heartbeat, using pumps in their palms and heels to quicken their blood-flow and prevent themselves from passing out*. Paddling out in canoes like drunken crocodiles they may sneak up on the trees and tap their sap. It is still an enormously dangerous profession, due to the flailing of tapped trees' roots, complications from the pumps and the drugs, and the other dangers of the coast which those precautions render them vulnerable to.

The enormously wealthy sometimes keep these trees in their gardens, "taming" the things by feeding them so much blood they don't bother to attack or disguise themselves.

They are

Mangraves

HD: 6 AC: 14 ATK: 4 Sucker-Roots SAV: 10  MOV: N/A INT: Dumb animal ML: 12
No. Appearing: 1d3

Sucker-Roots: 2 of a mangrave's roots can reach 30', and the other 2 can reach 15'. A successful attack from a sucker-root represents it sticking to you - for every round thereafter you will take 1d6 damage automatically until it is severed or otherwise detached. Against anyone with a sucker-root stuck to them, a mangrave may also make a grapple action in addition to draining their blood - trip them, hold them underwater, drag them closer, etc. A sucker-root takes 6 damage to sever - only half this is taken by the mangrave itself.

Mangraves surprise on a 3-in-6 unless one is moving at half-speed. Conversely, a mangrave can never be surprised unless one has altered their heart-rate by drugs or some other means.

* When they're not on the drugs they can do this:

 
If you know, you know. 

Killer Copper Pieces: Enfolders

(Killer Copper Pieces = the ones that don't make the cut for the Hoard of a Hundred Horrors)
((The idea for enfolders came to me in a dream)) 

The stuff of the underworld, like radiation, can contaminate the bodies of those who eat of its creatures and breathe its fetid air. This contamination tends to concentrate in the skin, and so those who delve into the underworld tend to collect tattoos, scars, and piercings like iodine tablets - as much superstition as true abjuration.

Those unlucky ones in whom the contamination reaches a critical point will find their skins slacken and fuse to the surfaces of the underworld, taking on the properties of its stone and wood and suchlike, their shrivelled bodies beneath their stony yet disturbingly-pliable hides sustained in a miserable half-life by their root.

This transformation has a distinctive feeling, so enfolders tend to be found in two sorts of places - near entrances to the dungeon, the results of desperate, failed escapes, and near treasures worth risking a fate worse than death to acquire.

Sometimes referred to as Stuck Willies (and brickjackets and stonemoaners and etc.) - every dead and near-enough-to-dead adventurer in the world below is a Willy - regular corpses are Stiff Willies, sheet ghouls are Slick Willies, and so on and so forth.

They are

Enfolders

HD: 2 AC: 10, plus Brickjacketed ATK: Enfolding, Stonemoaning SAV: 12  MOV: As walking person - can't go beyond 30 feet of their root INT: As person after decades of solitary confinement ML: 10
No. Appearing: 1d6

Brickjacketed: Enfolders have 5 damage reduction against everything but picks, explosives, and whatever else could crack solid rock - unless the attack is targeting an opening in their skin. 

Enfolding: An enfolder will always grapple on a successful hit. Initially this grapple has a strength of 12 - this strength increases by 4 every round you remain grappled by the enfolder, as it envelopes you in its skin. After the grapple reaches 20 strength you begin suffocating.

Stonemoaning: Enfolders that spot a person will begin to moan hoarsely. Every round an enfolder is moaning there is a 2-in-6 chance of a wandering monster showing up to investigate. Enfolders cease moaning the moment they cannot see any people.