Search articles from thousands of Examiners
Write for us
Louisville Games and Hobbies RPG Examiner
RPG Examiner

Monster Madness: Ondoculus

November 2, 6:30 AMRPG ExaminerMichael Tresca
Comment Print Email RSS Subscribe

Subscribe


Get alerts when there is a new article from the RPG Examiner. Read Examiner.com's terms of use.
Email Address


  Include other special offers from Examiner.com
Terms of Use

Ondoculus
Onodoculi are smarter than you! (Courtesy Alex_Lee2001)

Monster Madness looks at forgotten monsters from the early days of gaming, when creativity ran rampant, game balance was an afterthought, and critters with little rhyme or reason plagued dungeons for the sole purpose of brutally murdering adventurers.  

Every once in awhile you come across a Mad Monster that is clearly someone's pet monster.  Critters with the word "Monster" are not something the creator is attached to.  But monsters that would later become iconic, like Githyanki, have such a deep back story that you just know the game master built an entire campaign around them.  The love and affection is shown in the Ondoculus, created by Kaj Nurse (and no, a Kaj Nurse is not a Mad Monster) from the pages of the Dungeoneer Compendium. Actually, Cecil Nurse "suggested" these monsters to Kaj Nurse.  Whatever.

Ondoculi are proof that everything is better with more appendages: two heads, four arms, three legs. They're bald, so you know they're smart.  Their limbs "have a couple more joints" so they're more mobile.  As mentioned with the Ibem, the goal of giving critters multiple arms is to make up for being overwhelmed by groups of adventurers. Ibems can fire two bows or carry on two melee battles, with each head and pair of arms dividing up the duties.

You might think Ondoculi are combat monsters.  You'd be right. But they're also something of befuddled philosophers. 1 in 20 are clerics of 8th-level:

If one of these people are started on a philosophical discussion or some other deep subject, they will become distracted enough to let one slip away or get in a couple free shots.

See what they did there?  Everybody knows adventurers never actually have a conversation with monsters.  So the odds of this weakness coming up are pretty low.

To summarize, Ondoculi are two-headed, two-bow-wielding, spellcasting, flexy-jointed, super-smart badasses.  They also carry swords that turn you to stone.

This makes every Ondoculus a wanted man (or men).  Up to this point they had a chance, but in the same way that everyone wants Drow arms and armor while they're underground, every adventurer will kill these poor suckers a thousand times to get a sword that turns its foes to stone.

Evil Sorcerer: And now, I shall blast you to smithereens with my magic—

Adventurer: *taps Evil Sorcerer with Ondoculi blade*

Evil Sorcerer: URRRRRK!

Fortunately, the blade's power only lasts for one month if not in an Ondoculus hands.  But who cares?  An adventurer can do a lot of damage in one month.  And once it runs out, they can always kill another Ondoculi…they appear in groups of up to 40.

But wait there's more!  You get the two-headed, two-bow-wielding, spellcasting, flexy-jointed, super-smart, petrifying badasses AND they come with their very own pets, the Glocodulus!  We'll cover them in the next installment.

For more info: See the declaration.
Ondoculus          (CR 3, HD 3d8)
N Medium Monstrous Humanoid
Init +2 Spd 30
Senses Low-light Vision (Ex); | Listen +6, Spot +6

AC 20 (FF 18, Touch 12)
hp 13 (Disabled 0/Dying -10/Injury 10)
Saves: Fort +1, Ref +3, Will +1
Vulnerability: Turning (Ex)
Atk +4 base melee, +5 base ranged; Grapple +4; Face 10'x10'; Reach 10';
        +7 Ranged (Shortbow 1d6/crit 20/x3) and +10 Melee (Warhammer 1d8+1/crit 20/x3) and +10 Melee (Handaxe 1d6+1/crit 20/x3);
SA: Superior Two-Weapon Fighting (Ex)
SQ: Vulnerability to Turning (Ex)

Abilities STR 12, DEX 15, CON 10, INT 23, WIS 10, CHA 11
Feats: Multiweapon Fighting, Point Blank Shot, Simple Weapon Proficiency.
Skills: Balance + 6, Climb + 9, Craft (Bowmaking) + 8, Craft (Weaponsmithing) + 8, Escape Artist + 3, Handle Animal + 6, Jump + 7, Knowledge (Religion) + 10, Listen + 6, Search + 12, Spot + 6, Swim + 6.
Weapons: Handaxe; Shortbow; Warhammer. Armor: Chain shirt. Shields: Buckler.

Special Attacks: Superior Two-Weapon Fighting (Ex): Because each of an Ondoculus' two heads controls a pair of arm, the Ondoculus does not suffer an attack or damage penalty for attacking with two weapons.

Special Qualities: Vulnerability to Turning (Ex): Any turning attempt targeting an Ondoculus that would turn or rebuke an undead of the Ondoculus' HD affects the Ondoculus as if it were an undead of 4 Hit Dice higher than it is. A turning attempt that would destroy or command an undead of equivalent Hit Dice instead only turns or rebukes the Ondoculus.


Ondoculus Philosopher         (CR 11, HD 3d8+8d8)
Ondoculus Monstrous Humanoid3/Clr8
N Medium Monstrous Humanoid
Init +2 Spd 30
Senses Low-light Vision (Ex), Listen +8, Spot +8


AC 19 (FF 17, Touch 12)
hp 53 (Disabled 0/Dying -10/Injury 10)
Saves: Fort +7, Ref +5, Will +9
Vulnerability: Turning (Ex)
Atk +10/+5 base melee, +11/+6 base ranged; Grapple +10; Face 10'x10'; Reach 10'
        +13/+8 Ranged (Shortbow 1d6/crit 20/x3) and +19 Melee (+3 Sword, short 1d6+4/crit 19-20/x2) and +16 Melee (Warhammer 1d8+1/crit 20/x3)
SA: Superior Two-Weapon Fighting (Ex)
SQ: Vulnerability to Turning (Ex)
Cleric Features: Corruption: 0, Depravity: 0, Spontaneous casting, Turn or rebuke undead (3+Cha.Mod/day), Spells, Domain Access (2), Animal domain power (Cast animal friendship once per day), Knowledge domain power (All Knowledge skills are class skills).
Abilities: STR 12, DEX 15, CON 10, INT 23, WIS 14, CHA 11
Feats: Animal Affinity, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Casting, Multiweapon Fighting, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency.
Skills: Balance +7, Climb +10, Concentration +14, Craft (Bowmaking) +8, Craft (Weaponsmithing) +8, Diplomacy +14, Escape Artist +4, Handle Animal +16, Heal +16, Hide +0, Jump +6, Knowledge (History) +10, Knowledge (Religion) +20, Knowledge (The Planes) +10, Listen +8, Move Silently +0, Ride +6, Search +12, Spellcraft +20, Spot +8, Swim +8.
Cleric Spells Prepared (6/5+1/4+1/3+1/2+1): 0- Cure Minor Wounds, Guidance, Light, Mending, Purify Food and Drink, Virtue ; 1-Bless, Comprehend Languages, Cure Light Wounds, Detect Secret Doors (d), Divine Inspiration, Vision of Glory ; 2-Augury, Cure Moderate Wounds, Detect Thoughts (d), Divine Insight, Status ; 3-Aid, Mass, Clairaudience/Clairvoyance (d), Conviction, Mass, Resist Energy, Mass ; 4-Cure Critical Wounds, Shield of Faith, Mass, Summon Nature`s Ally IV (d).
Weapons: Shortbow; Warhammer. Armor: Studded leather. Shields: Buckler. (Spell Failure 20%).  Ondoculi Blade: Once a day, the wielder of an Ondoculi Blade can activate its petrification power for 10 rounds. During this time, any creature struck by the Ondoculi Blade must make a Fortitude save (DC 19) or be petrified. It otherwise acts as a +3 short sword. Moderate transmutation; CL 11th; Craft Magic Arms and Armor, flesh to stone; Price 98,000 gp.

Add a Comment

Name:


Comments:
characters left

NOTE: Do Not Alter These Fields:

Holiday Guide
Examiners spread the seasonal cheer with the Examiner.com Holiday Guide.

Recent Articles

Tuesday, December 15, 2009
The dynamic duo that brought us the creepy Harvestmen are back with a not-quite-as-creepy beast that is once again truth in advertising. It slithers, …
Sunday, December 13, 2009
As the new year turns, the weather across takes a sudden chill turn, and the sky darkens as the grip of winter intensifies. Worry rises as regular …