Today on Spellburn, your intrepid hosts take a look at monsters and DCC. From a look at some of our favorite monsters in the core rule book to making monsters mysterious and even a look at incorporating the Monster Alphabet into your game!

Links mentioned in this episode:
Appendix M
http://appendixm.blogspot.ca/

The Crawler’s Companion (free DCC RPG dice roller app)
http://purplesorcerer.com/crawler.php

DCC Monster Helper
https://docs.google.com/file/d/0B2qlP_VOf718LTFEc05ZVlpIU0U

VOID LICHThe Void Lich is a decrepit-looking humanoid completely encloaked in a shaggy coat of fur. The tufts just barely obfuscate deadly rows of quills lurking along its arms and torso. Even more disturbing, its body is pocked by large holes, nearly fist-shaped, within which moving swirls of an interplanar palette of blue can be seen.

Void Lich: Init +2; Atk barbed quill +4 melee (1d6+2 and grappled, then impaled) or dimensional claw +5 melee (1d8, special); AC 13; HD 8d12+8; MV 20’; Act 2d20; SP damage reduction 5, spellcasting (+7 spell check), grappled targets must make DC 14 Strength check to escape, impaled victims must make DC 15 Reflex save to disengage from quill barbs, vulnerable to fire, interdimensional claw attacks (see below), un-dead traits; SV Fort +5, Ref +3, Will +6; AL C.

The Void Lich’s preferred attack is to grab opponents and impale them repeatedly with its razor-sharp, barbed quills. The fist-sized craters marring the Void Lich’s shaggy coat are connected to a pocket dimension. A hideous, ravenous abomination dwells within the demiplane. When the Void Lich is in melee combat, blue-tinted finned tendrils and skeletal ten-fingered claws quickly stab their prey. Roll 1d6 each round of attack: (1-3) abomination makes two claw attacks (may exceed normal Act dice); (4-5) tendril wraps around target’s limb and victim is held, DC 15 Strength check to escape; (6) a claw tries to grab a random item and drag it back into the pocket dimension.