Idraluna Archives

Mothmen (OD&D Class)

One of my backburner ideas is an OD&D campaign where all player characters can fly, thus making the aerial combat rules the "default" combat system. Mothmen would serve to replace MUs. I'm imagining an "arcade mode" style, thus maxing out at 5th level, but it could easily be extended using the MU progression.

Mothmen_edited

Mothman

Mothmen are human-sized sentient moths that can cast spells from the Magic-user spell list. They cannot effectively use weapons or armor, but have a base AC of 7 due to their carapace.

Saves are as an MU of the same level. In the presence of bright lights, Mothmen must save vs. Spells or veer off course in the direction of the light source.

Rank XP HD Spells
Chrysalid 0 1d4 1/-/-
Seer 2,500 2d4 2/-/-
Lepidopt 5,000 3d4 3/1/-
Witch 10,000 4d4 4/2/-
Harbinger 20,000 5d4 4/2/1

Mothman subtypes get special powers. Spells listed below can be cast in addition to the usual allotment of spells.

d20 Subtype Effect
1 Atlas +1 HP/HD
2 Sunset Charm Person
3 Sphinx Prehensile proboscis extends 12'
4 Vampire Can drain blood from corpses to restore 1 HP
5 Polyphemus Discombobulate (affects [Level]d4 HD)
6 Tiger Immune to freezing & cold
7 Silk Can produce 50' of silk rope per day
8 Hawk Can hover in place
9 Comet Invisible to creatures using Infravision
10 Ghost Can cast Cure Light Wounds
11 Luna Invisibility
12 Death's Head Curse
13 Leaf Speak with Plants
14 Ornate Phantasmal Forces
15 Grease Grease
16 White Witch Can glide 2 extra hexes
17 Mother Shipton Cosmological Query
18 Magpie Locate Object
19 Burnet Detect Magic
20 Winter +5% XP

#odnd #welkin