TEXT: horde
  the battlesauce
  CREATED BY MICHAEL STARTZMAN
  volume one
  monster
  
  2
  © 2020MICHAEL STARTZMAN
  BattleSauce, it’s logo and all monsters, and monster’s names are 
  copyrighted by Michael Startzman.
  
  3
  dEMoN puNCHER
  wRAppER
  fERIE gogI
  ALgAE EATER
  BoNE goBLIN
  HowLINg
  uNdRAd
  SToNE goLEM
  SkuLL MuNCHER
  THREE-HEAdEd vAMpIRE MoTH
  gAToR goBLIN
  EMpERoR No CLoTHES pENguIN
  SpIdER TRoLL
  Mud RAkE
  BRIMSToNE BAT
  HARox
  okELA
  SpATIAL ANEMoNE
  kNuCkLEHEd
  MoLdER
  THE pLIZkIN / BoSS
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  Select a monster from the list below or for a completely random encounter, roll 
  1D20 and fight the monster with the corresponding number.  
  
  DEMON PUNCHER
  1
  Should this demon defeat a player, the player is cast into the first of the Lowest 
  Realms.  only by rolling a six on a six sided die can the player return.  The player 
  may role once each turn.  However, every failed roll sends the player down to 
  the next Lowest Realm.  There are nine Low Realms in total (the player has nine 
  chances).    
  Should the player reach the Lowest Realm, they will be returned to the 
  Middle Realm...as a demonic version of themselves sent to hunt down 
  other players.  Treat this as a curse.  If there are no other players, the cursed 
  character simply dies.
  WEAPON
  dimensional punch: 5+1d20
  GRIT:  50
  The demon puncher is a minor demon who materializes 
  directly from the Lowest Realm.  
  
  wrapper
  2
  WEAPON
  double Short Swords: 2d20
  GRIT:  70
  STING: +1
  with no internal organs what-so-ever, The wrapper feels no 
  pain and will only stop fighting when it is destroyed.
  
  ferie gogi
  3
  Their tough bodies are stone-like to the touch and provide a natural armor. 
  when confronted, the ferie gogi begin to “bleed” a darkness into their bodies 
  allowing them to blend seamlessly into the surrounding night. 
  ABILITIES
  After five combat rounds, the ‘Gogi will become near invisible in the darkness 
  providing a -2 to any attacking player.
  WEAPON
  punch: 1d20 +3
  Spew: 
  Slows 
  the 
  attacker 
  by 
  crystalizing them.  four successful 
  “spews” completely crystalizes the 
  attacker.
  GRIT:  35
  The Ferie Gogi (fer • ee   go • gee) are territorial forest dwellers. 
  They are seldom seen during the day and travel in packs of 
  three at night. 
  
  algae eater
  4
  Should the Algae Eater devour a player the player 
  will re-emerge two rounds later in a zombie-like 
  state: only able to move two spaces at a time. Treat 
  this as a curse. 
  WEAPON
  Strength: 4+2d6
  GRIT:  200
  STING: +1
  despite its seemingly innocuous appearance, the Algae Eater 
  is quite strong.  The ‘Eater will attempt to overpower players 
  with its strength and then consume them.
  
  bone goblin
  5
  Because of its gruesome display, players lose all attack 
  modifiers when fighting a Bone Goblin.
  WEAPON
  Bone Claws: 5+2d6
  GRIT:  50
  Yuck.  Comprised of green skin and exposed bone and flesh, 
  the Bone goblin is hideous to behold.
  
  6
  Players can also be inflicted with a Howling curse: Friend Howlings (another 
  player turned into a Howling) hunt other players. defeat a “friend” howling to lift 
  curse. If no other players, the cursed player only changes when a 3 card (any 
  suit) is drawn. players assume Howling attributes (below) for each change. 
  drawing a 7 (any suit) reverts player to previous form and status.  Howling 
  players do not collect treasures or experience points.  The curse can also be 
  lifted by normal means.
  defeating a player curses that player into a Howling.
  howling
  WEAPON
  Teeth & claws 7+2d6
  GRIT:  60
  STING: +1
  Howlings are wolf-like monsters hungry to devour their prey.   
  You see how that can be scary, right?
  
  undrad
  7
  when the undrad grit drops to 5 or lower, they will “glitch” and 
  create an identical undrad with fresh, new grit points of 35.  
  WEAPON
  fists: 2d6
  glitching can be avoided by ensuring 
  your attack kills the monster before 
  the grit reaches 5 or less. 
  GRIT:  35
  FLOAT: +1
  Undrad (UN•DRAD) are flying, insect-like monsters which 
  range from 4-5ft in height. 
  
  stone golem
  8
  The Golem’s hard hitting fists are comprised entirely of 
  stone landing solid blows with every hit. defeating the 
  Stone golem returns the creature into a pile of stones 
  and does not yield any treasures.
  WEAPON
  fisticuffs: 12
  GRIT:  65
  what you see is what you get with the Stone golem. 
  
  skull muncher
  9
  However, their light frame and lack of full armor makes them a fast and 
  formidable foe.
  WEAPON
  Battle Axe: 5+1d20  or other similar 
  melee weapon
  GRIT:  15
  STING: +2
  FLOAT: +1
  Skull Munchers are brittle by nature and their armor is solely 
  a remainder from their past life.
  
  three-headed 
  vampire moth
  10
  gM should roll 1d6 to see to see how many heads attack.  If the outcome of 
  the roll is an odd number, all three heads attack and the attack modifier is 
  +3 and the damage is 3d6.  If the roll outcome is an even number, only one 
  head feels like attacking (the other two are arguing and not attacking) with no 
  attack modifiers and damage of 1D6.
  on each attack/round, the gM should roll to see how many heads attack.
  Each of the 25pts of health reflect one of the heads.  If two heads die (health 
  is below 50) the ‘Moth will retreat.
  WEAPON
  vampiric Bite: 3d6
  GRIT:  75
  STING: +3 
  (ON Odd ROLL)
  It’s as gross as it sounds.  All 3 heads of the Three-Headed 
  vampire Moth will attack an opponent if they all feel like it.  
  
  gator goblin
  11
  A successful attack from the ‘Goblin has a double whammy of both the trident 
  and jaws damage.  
  When the ‘Goblin is at half heath, it no longer attacks with its jaws but widely 
  stabs at it’s opponent: losing both its jaws attack and the attack modifier.
  WEAPON
  Trident: 4+2d6
  Jaws: 2d6
  GRIT:  60
  STING: +1
  what it lacks in size, the gator goblin makes up in speed. 
  
  emperor 
  has no clothes
  penguin
  12
  The ‘Penguin will only attack once.  With a successful attack, the ‘Penguin will 
  swipe all of your armor and clothes, leaving the player with nothing on but a grin.
  WEAPON
  The attack of the ‘Penguin is quick and painless. It does 
  not stay to fight: leaving immediately wether or not it is 
  successful in its attack.
  dEATH TO THE EMPEROR
  Any character that kills the penguin 
  with a single attack can upgrade their 
  armor adding 2d20 to their armor.
  GRIT:  65
  The Emperor Has No Clothes Penguin is not much of a fighter. 
  It is however, quite a detriment to encounter.
  
  spider troll
  13
  Male Spider Trolls almost always attack first. If all players are webbed the 
  male retreats and the female Spider Troll appears. The female bites & drains 
  grit at -1d6 per round.
  WEAPON
  Nail Clubs: 15+1d20
  Webbing: 1D6 (difficulty) to break webbing 
  GRIT:  55
  STING: +2
  Spider Trolls are pretty intimidating. After two successful hits, 
  the Spider Troll will attempt to web its prey - requires a (third) 
  successful attack.
  
  mud rake
  14
  With its multiple tentacles, the ‘Rake can fight several opponents at once 
  making group attacks ineffective.  
  WEAPON
  Mud tentacles: 2d6 to each player. 
  If there’s only one, 4d6
  GRIT:  30
  The Mud Rake is not a powerful fighter but it doesn’t really 
  need to be.
  
  brimstone bat
  15
  Brimstone Bats travel in great numbers and that’s where their strength lies. Roll 
  1d20 to determine the number of the attacking bats.
  WEAPON
  Searing teeth & claws: 2d6
  GRIT:  15
  You’ll smell brimstone, hear their beating wings - like striking 
  matches - and see flames just before you encounter these 
  monsters.
  
  harox
  16
  Each head is able to rotate 360° making them very difficult to sneak-up on. 
  These monsters are often found over rocky terrain and often use rocks as 
  projectiles towards their enemies. 
  WEAPON
  fists: 2d6
  Claw: 1d20 + 1d6
  GRIT:  45
  Harox (HAR•OX) are tall, 8-10ft monsters with two heads 
  stacked on a squat, crab-like body. 
  
  okela
  17
  Then they blast them with their laser eyes.  Yep, you read that right.
  WEAPON
  Grin: difficulty number - first encounter: 
  10  - following encounters: 7
  Laser Eyes: 1d20 + 2d6
  GRIT:  45
  These spirit like creatures appear out of nowhere and with a 
  wide, smiling grin which they use to lure their victims into a 
  false sense of ease. 
  
  spatial anemone
  18
  Appearing in a varity of colors, the anemone’s bright colors lull any who see it 
  into a false sense of calm, rendering any attack modifiers useless on the first 
  round.  The Spatial Anemone will then try to pull victim’s into it’s writhing, spine 
  ridden tentacles.
  Should the ‘Anemone defeat a character, the creature will ingest the body of the 
  defeated characte and spatially move the character to another spot on the map. 
  Roll 1d20 to determine how many spaces the character will travel.  Characters 
  may only move backward. If a character is unable to travel the designated 
  number of squares, the character gets returned to the beginning of the map.
  WEAPON
  Tentacles with razor spines: 5+2d6
  GRIT:  30
  STING: +3
  The Spatial Anemone is slow, if it even moves at all. Rather, it 
  clings to walls, ceilings, floors and waits for its victims.
  
  knucklehed
  19
  They use their characteristically large, thin horns for ramming and stunning 
  their prey. once stunned, the knuckleHead will attempt to knock their prey 
  unconscious with their oversized, heavy hands.
  These seemingly insatiable carnivours will attack nearly any animal it sees for 
  food.
  WEAPON
  Horns: two successful hits renders 
  character stunned = no modifiers + 1 
  free punch
  oversized punch: 6+2d6
  GRIT:  50
  knuckleHeads are plain and cliff dwelling creatures with nearly 
  impenatrable skulls. 
  
  molder
  20
  While not very difficult to dispel, they can cause a great deal of discomfort with 
  a single successful attack.
  Additionally, after a successful attack, the Molder will simply disperse into a 
  cloud of dust.  Restore the player to health by removing the curse.
  WEAPON
  A successful attack causes the 
  defender to have the curse of itchy, 
  watery eyes, sneezing and a hard 
  time catching their breath.  This curse 
  results in the player loosing any positive 
  attack/defense modifiers.  If the player 
  has no attack/defense modifiers, the 
  curse affects movement by -1.
  GRIT:  25
  Molders are disgusting clouds of dust, mold and who knows 
  what else. 
  
  21
  boss
  monster
  Boss monsters are bigger, meaner, and harder to beat than 
  monsters.  They usually have better rewards too.
  
  the plizkin
  22
  The plizkin is rarely encountered and nearly never survived when it is.  This 
  heanous creature has a heightened sense of hearing and motion detection. 
  It lives in burrows underground and prefers to attack its prey from below.
  The plizkin is responsible for sinking the castle Resos and the death of 
  everyone within.  The castle was home to the vault of untouched Treasures 
  which adventurerers still quest for.
  WEAPON
  Electric death venom Bite:  2d20 x 2 / Sting +5
  four fingered Lightning Claws: 3d6 + 15 / Sting +2
  dark death punishing Tail: 20 / Sting +2
  GRIT:  325
  FLOAT: +2
  The horrible plizkin is a sightless, underground dwelling, two-
  headed monster. did I mention it was horrible? Because it is. 
  
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  23
  
SOURCE: textdata/thevault/BattleSauce/BattleSauce Monster Horde 01.pdf