Saturday, 14 December 2024

D'Lallhen...!

D'LALLEHN

FREQUENCY: Uncommon
NO. APPEARING: 2-4
ARMOR CLASS: 4
MOVE: 18"
HIT DICE: 2+2
% IN LAIR: Nil
TREASURE TYPE:  None
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M (6-7 feet long)
PSIONIC ABILITY: Nil
                Attack/Defense Modes: Nil

These strange creatures will only ever be encountered in deep caves and other places where light rarely penetrates. Normally they use the phosphorescent underside of their bodies and arrow-shaped heads to attract insects and other small creatures, but as they move very quickly they may ambush larger creatures. Although they will rarely attack anything human-sized, if the circumstances are favourable to them they will pounce upon gnomes or dwarves but only if they outnumber their victim(s).
 
When attacking they rear up and use any of a pair of pseudopods to lash out at the their target, inflicting 1-4 points of damage, or bite with a small powerful beak, which also inflicts 1-4 points of damage. During their initial attack, or if they wish to escape combat, they have the ability to emit a great burst of light which is also particularly blinding to any creature who possesses infravision. All those within 20' or less must save vs wands or be blinded for 1-4 turns and anyone with infravision must save at -2. 
 
Anyone striking this creature and causing a critical hit may also risk releasing (by rolling a 1 on a 6-sided die) the phosphorescent ichor within the D'lallehn's body. This substance will retain its glow for 1d4 hours and cast light over a radius of 5'.
 
Should this ichor be mixed equally with lantern oil it will increase the light emitted by any object using that oil by 25%, but will reduce its burning time by 50%. There is also a 40% chance per use that a lantern or similar object (but not torches) using this mixture will be damaged in such a way as to render it useless. It will not readily burn unless added to a flammable substance - it only increases the light emitted by that burning substance. Normally a D'Lallehn contains 2 pints of ichor.
 
Description: D'Lallehn are sinuous creatures made of numerous worm-like shapes terminating in a broad, solid arrow-like head across which are dotted small luminous pits. Normally they move close to whatever surface they are travelling along (they can move along walls, ceilings, etc with ease) but can rear their bodies upwards to a height of some 4 to 6 feet. The upper surfaces of their head and body are a deep black-blue whilst their undersides are semi-opaque and greenish-yellow. The light emitted by them has a distinct yellow-green glow, which will also be imparted to the flame of any oil mixed with their ichor or on anything on which the ichor is spilt.

Friday, 29 November 2024

Edible Monsters (Part Seven)...!

It's been 10 years or so since my last edible monster, so this week's creature is the...

CRAGGER

FREQUENCY: Uncommon
 

NO. APPEARING: 2-8
 

ARMOR CLASS: 6 (underside 5)

MOVE: 6"/12"

HIT DICE: 1

% IN LAIR: 100%

TREASURE TYPE: Nil

NO. OF ATTACKS: 2

DAMAGE/ATTACK: 1-4, 1-4

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Neutral

SIZE: S (12-18" wide)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Craggers use their numerous claw-like legs to hang from the roofs of caves or underground places where there are flows of water. They subsist on the nutrients that lie within such places and it seems that they are also able to siphon off various minerals, particularly iron, with which they grow their dagger-like foreclaws. Because of this, their presence in any place can sometimes signal that iron lies somewhere nearby, usually in seams of ore but also perhaps decaying metal.
 
These creatures are very territorial and thus will readily attack adventuring parties (they might also be attracted by any iron or steel worn by them). They usually prefer to drop from some higher vantage point, crashing into their victim and inflicting 1-4 points of damage with the thicker underside of their carapace. Their dagger-like claws each inflict 1-4 points of damage and two may be used at once. A Cragger may choose to use their legs to attach themselves to a victim, especially if they are wearing metal armour, and then instinctively try to draw sustenance from that metal with a flexible proboscis. In this manner the proboscis may come into contact with bare skin and thus cause paralysis for 1-3 rounds if a saving throw versus paralyzation is failed. Detaching a attached Cragger requires a Strength check. Despite looking quite rudimentary, their odd collection of wings make them quite mobile in flight and thus quite difficult to hit.

Craggers can be a useful source of food but only if prepared in a specific manner. The meat within their carapace is poisonous and if extracted and eaten (cooked or raw) it will cause violent retching and vomiting for 1-3 hours. However, if the body of the creature is baked on a fire for an hour and the meat scooped out with the remains of its wings, the poison is negated. Cragger meat has a taste much like crab, although with a slightly metallic aftertaste, and each creature consumed is equivalent to a half day's rations. Their claws may be repurposed in some way as basic daggers (inflicting 1-3 damage) but only if attached to a suitable handle. When polished they reveal numerous swirling patterns and thus might be sold as part of a decorative dagger worth at least 5 g.p..

Description: The underside of their carapace is yellow edged with red while the top of the carapace is blueish-white. Their eyes and leaf-like wings are bright blue and their claws resemble metal, somewhat like unfinished steel. Their legs are pinkish-yellow.

Saturday, 24 August 2024

Tanglemouth...!

TANGLEMOUTH

FREQUENCY: Rare
NO. APPEARING: 1-2
ARMOR CLASS: 5
MOVE: 12"
HIT DICE: 4
% IN LAIR: 20%
TREASURE TYPE:  C, E
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-8, 1-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (20' long)
PSIONIC ABILITY: Nil
                Attack/Defense Modes: Nil

Tanglemouths are worm-like creatures and are usually found in large cave systems or similar underground places. They prey on the creatures found in such locations and thus may decide to attack adventuring parties, especially if a group contains dwarves and/or gnomes. Despite their size, they are ambush predators and use darkness, their colouration and their sinuous bodies assist with their concealment, and thus they surprise on a roll of 1-3. Although blind, their sense of smell is acute and they can detect other creatures out to a range of 200 yards.

Their preferred method of attack is to ambush at a distance using blobs created by the numerous tendrils surrounding their mouths. This a gelatinous yellow substance resembling wax which they use to incapacitate their prey. They can spit a blob once per round up to 30 feet. When any blob successfully strikes a target, it instantaneously explodes in a great mass of sticky tendrils which quickly wrap themselves around the victim with various effects (rolled on 1d6):

  1. Target's hand and any object(s) it holds become glued to a nearby part of the body. Hand can be broken free (but still covered by tendrils) in 2 rounds.
  2. Target's foot is glued to the floor. Can be broken free (but still covered by tendrils) in 2 rounds.
  3. Target's head and any objects worn on it (helmet, etc) completely covered. Hearing impaired, vision occluded. If face uncovered, target will suffocate at the rate of 1 hit point per round. Can be broken free can (but still covered by tendrils) in 3 rounds.
  4. Target's body covered from waist upwards to shoulders, but head unaffected. Arms rendered immobile. Can be broken free can (but still covered by tendrils) in 6 rounds.
  5. Target's body covered from the waist down and glued to floor. Can be broken free can (but still covered by tendrils) in 6 rounds.
  6. Target's body almost entirely covered, rendering them immobile. Hearing impaired, vision occluded. Target will suffocate at the rate of 1 hit point per round. Can be broken free can only by using certain substances (see below) in 1d10+4 rounds. If the target is Large-sized, this will take 1d10+10 rounds.

A victim may have broken free of the substance but will still have the remains of it attached to them (i.e. they may have freed their hand but the object(s) it is grasping are still glued to it). The substance can be completely removed by the application of a pint of oil (lantern or torch oil will suffice) or a pint of any liquid containing alcohol (i.e. wine, brandy, etc). Oil will remove it in 5 rounds, alcohol in 3 rounds. If the tendrils are not removed, the victim of a partial covering must save vs. poison once per day or lose one hit point, and must make this check each day that the substance remains on their person.

However, if the victim is entirely covered in the substance, a greater quantity of either liquid is required and this is dependent on their Size. Small-sized creatures require 4 pints, Medium-sized creatures require 6 pints, and Large-sized creature require 10 pints. If either substance is not used in this situation, the victim will be trapped in a rock hard cocoon and must save vs. poison once per day or lose three hit points, and must make this check each day that the substance remains on their person.

Tanglemouths can also smash with their heads or bludgeon with their powerful tails (if approached from their rear or side quarter), with each form of attack inflicting 1-8 points of damage. If encountered in their lair, any treasure found will be from the remains of previous victims.    

Description: these creatures are coloured in various shades of grey and brown and their skin  has a stone-like texture. Their head and tail is covered with tough scales and their mouths are a mass of of tendrils which constantly writhe and twitch, only remaining still when the creature lies in ambush. These tendrils become vivid yellow when the creature is engaged in combat. On either side of their head there is an ovoid shape resembling an eye, although the purpose of these is unknown.

 

Saturday, 3 August 2024

Flockodile...!

FLOCKODILE


FREQUENCY: Uncommon
 

NO. APPEARING: 6-36
 

ARMOR CLASS: 8 (7)

MOVE: 7"/15"

HIT DICE: 3 hit points

% IN LAIR: Nil

TREASURE TYPE: Nil

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1

SPECIAL ATTACKS: Nil

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: S (8" long, 8" wingspan)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Flockodiles resemble small winged crocodiles but, despite their name, these are not cold-blooded creatures. They live in large flocks and are equally at home in caves, woodland and similar places but may take up residence in ruined buildings or dungeons.

These creatures usually prey on small mammals and are attracted to the body heat of living creatures, and so may assail adventuring parties. They attack by grasping their victim with their claws and biting any exposed flesh. Although an individual flockodile is only capable of inflicting a single point of damage with its bite, a successful attack by these creatures means that 2-6 (2d3) of them have attached themselves to a target and each will inflict this damage cumulatively per melee round until removed (i.e. 4 flockodiles will inflict 4 hit points of damage per round). Up to 3 flockodiles can be removed per round. In flight they are agile and thus their armour class is 7, otherwise it is 8.

Flockodiles are very averse to large amounts of water and loud noises. Throwing water at them or by immersing oneself in water and/or loud shouts or clashing metal items together will drive them away. However, in the case of the latter this greatly increases the chances of wandering monsters being attracted by these sounds. A pint of water is sufficient to drive away four of these creatures, should they be attached to a victim.

Description: Flockodiles have greenish-yellow scales, small yellow eyes and greyish-yellow wings. Their undersides have a layer of wiry fur which is reddish-brown in colour.   

Saturday, 6 July 2024

Death's Door...!

After my hiatus had a hiatus, this week's monster is the...

DEATH'S DOOR

FREQUENCY: Uncommon

NO. APPEARING: Varies (see below)

ARMOR CLASS: 8 (larva) 6 (pupa) 4 (adult)

MOVE: 12" (larva) 15" (pupa) 20" (adult)

HIT DICE: 1-3 hit points (larva) 1 +3 (pupa) 3 (adult)

% IN LAIR: 80%

TREASURE TYPE:  None

NO. OF ATTACKS: 1 (larva) 3 (pupa) 3 (adult) 

DAMAGE/ATTACK: Varies (see below) 

SPECIAL ATTACKS: Leap 

SPECIAL DEFENSES: Noxious Cloud 

MAGIC RESISTANCE: Standard 

INTELLIGENCE: Animal 

ALIGNMENT: Neutral 

SIZE: 12" long (larva) 2-3' long (pupa) 4-6' long (adult) 

PSIONIC ABILITY: Nil
                Attack/Defense Modes: Nil

Death's Door is the general name given to a creature that has various forms during its life-cycle, most of which mimic doors of various shapes and sizes. Generally considered to be a pest, these creatures can be found in populated places but also in ruins, dungeons and similar locations. 
 
It may be encountered in one of three of its life stages: larva, pupa and adult. All of these gain some sustenance from the object which they choose to mimic, leaving it in a much reduced condition but still strong enough to support the weight of the creature. Their limbs and underside exude a form of odourless acid which gradually breaks down the surface of the object as it is absorbed, and at the same time the creature's carapace takes on a convincing likeness of its form, colour and other details. They always mimic mundane objects without decoration and cannot absorb any metal parts, but can repurpose the iron, etc in order to produce convincing metal fittings. However, these are lighter to the touch and more fragile. They most commonly choose objects which are not subject to a great amount of use and so prefer secluded doors and similar things. In their larval form they are usually found on roofs and thus can much more easily avoid detection. 
 
Beneath their carapaces they have multiple pairs of tendrils attached to a slender body, all of which are blackish-brown in colour. These tendrils are very flexible and allow the creature to easily right itself if flipped onto its back. Their ovoid eyes are bright red and attached to long flexible stalks which are kept tucked away when the creature is immobile. The carapace is covered with numerous sensory organs that can resemble moss, knots of wood and other details, including locks, door knobs, studs and hinges in their pupa or adult form. These enable the creature to detect vibrations from movement and sound out to a range of 50 feet.

At night they become more active and will seek to gain sustenance from eating other creatures of various sizes. As larvae or pupae they will usually avoid creatures larger than themselves unless they outnumber them, but their adult form will attack individuals in adventuring parties etc. If not actively hunting, they will usually remain motionless unless disturbed in some overt way, i.e. being stepped upon, pushed, etc. In all of its forms it can leap away in order to escape, although it may also use this ability to make an attack (see below). They are immune to fire and acid but electrical and cold attacks affect them normally.
 
In any form, the camouflage employed by these creatures is extremely convincing and they will go unnoticed unless someone with the ability to find/remove traps specifically looks for them. Only then will the surface of a suspect door or other object seem slightly waxy and less natural than the real thing, but the various areas of segmentation etc on the carapace will still only be visible from certain angles, in a certain light, etc.

Larva: As larva, the creature is usually no more than 12" long or wide (or both). They commonly take the form of roof tiles, be they wood, slate, stone or some other material. In some instances they may also take the form of barrel tops, crate lids or other smallish objects in cellars, attics and similar places where they may not usually be disturbed.
 
Groups of 1-6 in number will be encountered in close proximity to each other (i.e. within 20 feet). They can leap up to 4 feet in one jump and may use this ability to launch themselves at a target, although this inflicts only 1 point of damage if successful. They can also bite (for 1-3 points of damage) or defend themselves by spraying a noxious, acrid cloud which causes paralyzation for 1-3 rounds unless a saving throw is made. However, they can only use this defence once every three hours.
 
Pupa: As pupa, these creatures will always be encountered as a group of four and typically in the form of a door but possibly also as a section of a roof, as wooden floor or wall paneling and the like. Each individual is never more than 2-3 feet wide of long (or both). If disturbed, they will attempt to leap away (up to 6 feet in one jump) or at an opponent, inflicting 1-4 points of damage. Two of their tendrils possess claws and they can also bite with their sharp mandibles, each inflicting 1-4 points of damage. They may also spray a noxious, acrid cloud which causes paralyzation for 2-8 rounds unless a saving throw is made, although they may only defend themselves in this manner once per hour.
 
Adult: In this form, the Death's Door is its most formidable. Only one creature will be encountered, usually in the guise of an ordinary wooden door. However, there is a 20% chance that three other doors within 100 feet are also home to adults, and if one is disturbed the others will reveal themselves and attack. Adults can leap up to 10 feet and inflict 1-6 points of damage if they successfully strike an opponent in this way. Their bite and two sharp talons each inflict 2-8 points of damage. Once per day they can spray a noxious acidic cloud which burns any exposed flesh inflicting 2-16 points of damage for three rounds. Any organic materials exposed to this cloud, i.e. clothing etc have a 20% chance of being destroyed. If the victim or the items are doused in water within 3 rounds, this effect is negated. The cloud affects an area some 20 feet around the creature. However, after using this form of defence the Death's Door will immediately attempt to escape, usually by leaping away if possible.
 
     

Saturday, 4 May 2024

Scroll Dragon...!

SCROLL DRAGON

FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 10"/26"
HIT DICE: 12 (96 hit points)
% IN LAIR: 80%
TREASURE TYPE:  Special (see below)
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8, 1-8, 2-12
SPECIAL ATTACKS: Breath weapon and possible magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 15%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful Good
SIZE: L (50' long)
PSIONIC ABILITY: Nil
                Attack/Defense Modes: Nil
CHANCE OF:
                Speaking: 100%
                Magic Use: 100%
                Sleeping: 20%

Scroll Dragons (sometimes also known as Parchment Dragons) are usually encountered deep within ruined castles, dungeons and similarly large structures. They prefer temperate areas that are not too cold or hot or damp, as the contents of their lairs may be ancient and fragile.

These creatures have an intense fascination for scrolls, books and other examples of written material, especially those dealing with magic and potions. They can freely use Polymorph Self when roaming the outside world and may be encountered in the guise of a sentient being when searching for objects to add to their lair. In both their natural and polymorphed form they possess an item that resembles a pair of eyeglasses with metal frames frames and thick, almost spherical lenses although, as the dragon possesses acutely sensitive faculties, it is not known why they choose to use them.

Whether in their natural or some other form, Scroll Dragons are normally friendly, talkative and erudite. If encountered in their lair, they will be found curled around a vast pile of books, scrolls, potions and similar items. Visitors will be permitted to peruse and read anything within this pile, but the dragon will never allow anything to be taken away. At any given time there is a 10% chance that the dragon is being visited by 1-3 magic users of at least 3rd level and these will protect the dragon and the lair if the need arises. Otherwise, they may or may not engage the adventuring party in conversation (at the Dungeon Master's discretion). The dragon will permit an adventuring party to stay at their abode (but not within the lair itself) should it deem that they are trustworthy. It may also send the party on quests, usually to gather information or to find an item it is interested in. In return, it will be more than happy to teach spells or pass on knowledge on all manner of subjects, and thus prove of great use to those wishing to train in order to rise in experience level.

Scroll Dragons are usually loathe to commit themselves to something as frivolous and barbaric as combat, but if pressed will use their claws (1-8 points of damage) and teeth (2-12 points of damage). However, it will much prefer to use breath weapon: a cloud of choking abrasive dust 6" long, 4" wide and 5" high. Creatures within this cloud must save vs. Dragon Breath or fall unconscious for 1d100 rounds. This cloud is also capable of extinguishing any fires, magical or mundane. It is impossible to Subdue these creatures, although they may be coerced (or at least bargained with) if the adventuring party possess an item that the dragon may have some interest in adding to its lair. All encountered Scroll Dragons are Ancient and know two of 1st to 6th level spells, as well as Polymorph Self.

There is a small cult associated with these dragons, albeit one which is very secretive and whose members are always magic users, clerics,scholars, librarians, teachers and those of similar professions. This does not worship the dragon but instead sees it as a font of great knowledge and magical power. Any Magic Users encountered in the dragon's lair will be cult members on pilgrimage.
 
The treasure the dragon possesses is primarily made up of the books etc mentioned above, although in amongst this are coins and other valuable objects equivalent to Treasure Type F. It covets all of these but will be willing to part with coins and jewels as payment for some task, service or object it might require. Stealing anything from the lair will immediately draw the ire of the dragon and it will always know if something is missing, however small.
 
Numerous legends and rumours have attached themselves to the dragon. One states that its eyeglasses can see into other planes or allow it to read any kind of writing. Another says that these dragons are extremely old and that its skin is covered in strange writing and symbols which foretell the future; perhaps even the end of the world. Opinion is divided as to whether there is only one of these creatures or that it is part of a small group.

Description: Scroll Dragons, as their name might suggest, have long flat bodies greatly resembling a roll of aged vellum. This is whitish-yellow in colour and is covered by indistinct traceries and patterns. Its four limbs are small and clawed, while its head is quite large and flat with a small mane which resembles a mass of smaller scrolls. Its large eyes resemble orbs of onyx veined with red and gold.

Saturday, 11 November 2023

Frost Snail...!

Further to my previous post about the Flame Snail, I present to you the...

FROST SNAIL


FREQUENCY: Very rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 4

MOVE: 4"

HIT DICE: 6-8

% IN LAIR: Nil

TREASURE TYPE: Nil

NO. OF ATTACKS: 1 per tentacle

DAMAGE/ATTACK: See below

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: None

MAGIC RESISTANCE: Standard

INTELLIGENCE: Low

ALIGNMENT: Neutral

SIZE: L

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Frost Snails appear to be a larger (12 feet long, 10 feet tall) relative of the Flail Snail and Flame Snail. They will be encountered within ice caves or similarly cold places and will never venture into temperate zones unless they experience intense winter conditions.

It has one tentacle for every 2 hit dice that it possesses. Every second tentacle will have the ability to cast a Cone of Cold as an 8th level Magic-User, while the rest can each fire a large, needle-like dart of ice out to a range of 5". Each dart inflicts 2-12 points of damage.

Frost Snails are not known for their speed, but should any victim fall beneath it they will receive 1-6 points of damage per turn by being crushed by the snail's weight. Cold-based attacks, magical or mundane, will have no effect upon it and will simply allow the snail to regain 1 HD of hit points per attack, should it have lost any previously. Heat and flame-based attacks affect it normally.

If the snail has a violent death its shell will quickly begin to disintegrate (in 1d4+1 rounds) and will radiate an intensely cold cloud of mist out to 3" in all directions. Any creature caught within this mist will suffer 2-12 points of damage unless a saving throw versus dragon breath is made, in which case the damage is halved. However, if a Cone of Cold is cast upon the shell, this will halt the melting process.

Intact shells are very rare and usually only found when a Frost Snail has died naturally, or unless the aforementioned circumstances have occurred in a very timely fashion. The shell weighs 500 pounds (5000 gold pieces weight) and can be fashioned into items that are completely resistant to cold, magical or mundane. Larger icicle-like projections that cover the shell can be fashioned into weapons of +1 to +3, if a skilled artificer can be found. A complete shell is worth 10,000 gold pieces - partially melted examples have this value reduced by 2000 gold pieces per round they have melted before a preservative Cone of Cold was cast.

Description: Frost Snails are a scintillating blue-white in colour. The shell appears to be highly polished, glass-like ice while its body and tentacles are semi-opaque and glisten with a layer of frost.