KAFKAS (Giant Cockroaches)
stats for AD&D 2e, stats for 5e and The Black Hack coming soon
CLIMATE/TERRAIN: Any subterranean
ACTIVITY CYCLE: Night
INTELLIGENCE: Low (5-7)
NO. APPEARING: 6-36
ARMOR CLASS 4
MOVEMENT: 18, Fl 12 (E)
HIT DICE: 1+2
NO. OF ATTACKS: 1
SPECIAL ATTACKS: Surprise and Swarm
SPECIAL DEFENSES: Senses and Climbing
MAGIC RESISTANCE: Nil
SIZE: M (4’-6’ long)
MORALE: Unsteady (5-7)
XP VALUE: 35
Kafka are unusually intelligent, giant cockroaches with limited telepathic ability. Dark, humid caves are their preferred habitat. Like their common, smaller kin, they have three pair of legs and a pair of wings which allows them to fly, albeit slow and clumsily. Their sensitive eyes and antennae allow them to see and sense their surrounding up to 120’ in complete darkness. Hooked appendages at the end of each leg allows them to move swiftly and silently on rough vertical surfaces and ceilings with ease.
Combat: Because of their caution and cunning, Kafka will ambush their prey and impose a -3 on their opponent’s surprise roll. If they do not obtain surprise, they will often abort their attack and immediately flee, climbing or scurrying out of reach on the ceiling or into narrow crevices as small as 4” tall and 18” wide.
Kafka can move into and through an opponent’s space and will swarm and focus all of their attacks on one or two individuals. Up to 6 Kafka can attack a single medium sized creature (3/small and 9/large).
Against weaker prey, a common strategy for Kafka is to drop from the ceiling or charge from crevices and side tunnels focusing on a single target that is weaker or wounded. For more dangerous prey, Kafka may stalk silently and then attack when their prey is asleep. Kafka have also been known to shadow powerful bands of humanoids and drag off slain combatants to feast upon.
Habitat/Society: The behavior of Kafka in some ways resembles that of a pack of wolves. However, those who have studied Kafka believe that they are a type of hive organism that has a single shared mind. Supporting this theory, Kafkas’ actions and activities seem to be perfectly coordinated with no outward sign of communication. When food is too scarce to support their numbers, Kafka will sacrifice members as diversions to distract and trick more intelligent prey or to enable escape of the pack.
Individuals with telepathy and sensitive to psychic energy have reported that they can feel or sense when Kafka are near or telepathically speaking with each other but have not been able to comprehend the communications or make meaningful contact with the Kafka.
Ecology: A transparent hourglass shape on the prothorax, behind the head contains a reddish, gel-like substance. If ingested, an individual can detect when Kafka are within 120’ and can also telepathically communicate with another humanoid who has ingested the psychic gel of another Kafka. This effect that this gel confers will end within 48 hours of the Kafka’s death.
Kafka are a monster created for James Holloway’s Monster Man Contest where the challenge was to create monsters for their favorite RPG based on cheap toys.
Kafkas are cunning, giant cockroaches that hunt in packs like wolves. They were inspired by bag of 20 rubber cockroaches I picked up for $2 at a corner store just before Halloween. Similar rubber cockroaches can be found at party supply stores, online retailers, and often in discount stores sometimes mixed with other useful rubber bugs. They look great right out of the bag but if you are like me, they can also be based, primed and painted. The ones I purchased had an “hourglass” shape behind the head so I painted it red and that is what gave me the idea for their telepathy ability and the edible, psychic gel. I hope you enjoy this and it inspires you to go make up your own monsters and kill some of your players or scare the crap out of them.
Ariel the Sorceress
Ariel, Human, 3rd level Sorceress
Armor Class: 13 Hit Points: 17
Speed: 30′ Proficiency Bonus +2
Saving Throws: Constitution +3 and Charisma +5
Alignment: Lawful Good
Str 10(+0) Dex 14(+2) Con 12(+1) Int 16(+3) Wis 15(+2) Cha 17(+3)
Cantrips (1/turn, 4 known):
• Fire Bolt (1d10)
• Mage Hand
• Ray of Frost (1d8, target’s speed -10′ until next turn)
• Shocking Grasp (1d8, target loses action until next turn)
1st Level Spells (4 slots, 3 known ):
• Color Spray
• Sleep (90’, 5d8 hit points of creatures for 1 minute)
• Shield (+5 AC until next turn)
Quarterstaff (1d6 bludgeoning or 1d8 with both hands, versatile)
Dagger (1d4 +2 piercing, finesse, thrown range 20/60)
Bracers of Defense +1 to Armor Class
• Spell Attack Roll +5 (Proficiency +2 + Charisma +3)
• Spell DC 13 (8+ Proficiency +2 + Charisma +3)
• Wild Magic (Random effect on a roll of 1 from a d20 after casting a spell or using Tide of Chaos)
• Font of Magic – 3 Sorcerer Points to create more Spell Slots or power Metamagic features
• Metamagic – Distant Spell for 1 Sorcerer Point will double a spells range or increase a Touch spell to 30’
• Metamagic – Twinned Spell for 1 Sorcerer Point for a Cantrip or 1 per the spell level will enable Ariel to use a spell that has a single target be used on a second target in range.
• Tide of Chaos grants Ariel Advantage on one attack, Ability Check or Saving Throw once until restored after a long rest.
• Personality Trait: Commoners love Ariel for her kindness and generosity and she feels that despite her noble birth, she is not above others.
• Ideal: Ariel feels that it is her duty to protect and care for people.
• Bond: Ariel wants to be seen as a hero of the people.
• Flaw: Ariel often wears unsuitable footwear which causes her to trip.
• Feature: Because of her noble birth, people are inclined to think the best of Ariel and accommodate her. She can obtain an audience with local nobles if she needs to meet.
+2 Acrobatics (Dex)
+2Animal Handling (Wis)
+5 Arcana (Int) – Sorcerer Skill
+0 Athletics (Str)
+3 Deception (Cha)
+5 History (Int) – Noble Skill
+4 Insight (Wis) – Sorcerer Skill
+3 Intimidation (Cha)
+3 Investigation (Int)
+2 Medicine (Wis)
+3 Nature (Int)
+2 Perception (Wis)
+3 Performance (Cha)
+5 Persuasion (Cha) – Noble Skill
+3 Religion (Int)
+2 Sleight of Hand (Dex)
+2 Stealth (Dex)
+2 Survival (Wis)
Ookla the Mok on Equort
Ookla, Mok, 3rd level Barbarian (Totem Warrior-Bear)
Armor Class: 15 Hit Points: 35
Speed: 30’ Proficiency Bonus +2
Saving Throws: Strength +6 and Constitution +5
Alignment: Chaotic Good
Str 18(+4) Dex 14(+2) Con 17(+3) Int 11(+0) Wis 13(+1) Cha 9(-1)
Composite (+2 Str) Long bow (1d8+2 piercing)
Improvised Greatclub (as per a Maul) (2d6 + 4 bludgeoning)
Throw/Slam Opponent: Ookla will attempt to grapple an opponent. This is a contested check of Ookla’s +6 Athletics versus the opponent’s Athletics or Acrobatics Skill. If Ookla wins the contest, he can then Slam or Throw the grappled opponent. A slammed opponent must succeed in a Constitution save, DC 14 or be stunned losing their action for the remainder of the turn and start the following turn Prone. A thrown opponent will be launched up to 15′ (three squares) at other enemies. Anyone struck by the thrown opponent must succeed in a Dexterity save DC 14 or lose their action for the remainder of the turn and start the next turn Prone. The DC for being slammed or thrown is 8 + Ookla’s Strength modifier + Proficiency Bonus. Ookla can Throw or Slam even if Raging. Raging will give him Advantage on the Strength contest.
• Origin: Tribal Nomad
• Feature: Wanderer
• Personality Trait: I watch over my friends as if they were a litter of newborn Mok cubs.
• Ideal: It is each person’s responsibility to make the most happiness for the whole tribe.
• Bond: My tribe is the most important thing in my life, even when they are far from me.
• Flaw: There’s no room for caution in a life lived to the fullest.
• Darkvision 60’
• Relentless Endurance allows Ookla, when reduced to 0 hit points but not killed, to instead drop to 1 hit point. This trait can only be used once until restored after a long rest.
• Savage Attacks grants Ookla one additional die of damage on a Critical melee attack.
• Like all Moks, Ookla fears water and despises getting wet. He has disadvantage on ability checks and attack rolls when in water, wet as from a heavy rain or within 5′ of water such as riding in a boat.
+2 Acrobatics (Dex)
+3 Animal Handling (Wis) – Barbarian Skill
+0 Arcana (Int)
+6 Athletics (Str) – Outlander Skill
-1 Deception (Cha)
+0 History (Int)
+1 Insight (Wis)
+1 Intimidation (Cha) – Racial Skill
+0 Investigation (Int)
+1 Medicine (Wis)
+0 Nature (Int)
+3 Perception (Wis) – Barbarian Skill
-1 Performance (Cha)
-1 Persuasion (Cha)
+0 Religion (Int)
+2 Sleight of Hand (Dex)
+2 Stealth (Dex)
+3 Survival (Wis) – Outlander Skill
• Rages 3/day for 1 minute (10 rounds)
• Rage gives Advantage to Str Checks & Saves
• Rage gives +2 on melee damage
• Rage gives Resistance to bludgeon, piercing and slashing damage
• Rage prohibits reactions except opportunity attacks
• Unarmored Defense allows Dex + Con mods to AC
• Reckless Attacks grant Advantage on melee attacks but give Advantage to opponent’s melee attacks
• Danger Sense gives Advantage on Dex saves
Totem Warrior (Bear) Path Features:
Notes: I have reskinned Half-Orcs as Moks. Other than Fear of Water, there were no other changes.
• Ookla can cast Beast Sense and Speak with Animal spells as a Ritual
• Ookla has Resistance to all damage but psychic