Saturday 26 November 2022

Shrooms...! (Part One)

The first in a series about fungoid critters for D&D. This week's creature is the...

RAGWING

FREQUENCY: Uncommon
 

NO. APPEARING: 2-8
 

ARMOR CLASS: 7

MOVE: 6/10"

HIT DICE: 2

% IN LAIR: Nil

TREASURE TYPE: Nil

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-6

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: S

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Ragwings are colonies of spore-like organisms that have somehow developed the ability to fly. They can sense the heat generated by living creatures (out to a distance of 120') and derive sustenance from their blood. They also use the body of their victims as a host within which their spores can sprout. They possess a long needle-sharp proboscis and it is through this that they feed and pass spores into their victims.

In combat, if the creature inflicts more than 5 points of damage in a single attack it's target has been implanted with spores, and must save vs poison to prevent those spores taking hold. Should this fail, the wound will itch and appear to fester over the course of one day, after which the victim will become paralysed and will die within three days. If a limb was struck by such an attack, removing that limb within three days will rid the victim of the spores. Cure Serious Wounds will also negate the spores effect on any part of the body. The spores will otherwise consume the victim and after 10 days 2-6 Ragwings possessing 1HD will sprout from the remains. A single example will sprout in the same time from any amputated limb that has not been destroyed.

Alternatively, the Ragwing will remain attached to its victim if it inflicts more than 3 points of damage in a single attack. It will then drain blood at the rate of 1 hit point per melee round unless destroyed. Once it has consumed blood equivalent to 8 hit points, it will detach itself and attempt to escape.

Should the creature lose all of its hit points from a single attack, its body will shatter and scatter spores over a 10' wide area. Anyone within this cloud must save vs poison or become incapacitated for 1-4 melee rounds.

Ragwings inhabit a variety of environments but seem to prefer those with high points from which they can dive on their victims.

Description: These creatures vary in colour depending on their environment: greenish-yellow in woodland and swamps, greyish blue in mountains, brownish-black in caves. When full of blood they take on a distinct reddish hue. Their bodies are a tangled mass of fibres surmounted by a 'head' that is full of spores. The wings are tattered and seem to shed small pieces when the creature moves. They are not particularly graceful in the air as their flight appears uncoordinated and ungainly, and when moving along any surface their wings seem to haphazardly drag the creature around. However, this can make their movement in combat somewhat difficult to predict.

Saturday 19 November 2022

Tomb Guardians...! (Part Three)

Further to my previous post, here is another tomb guardian...

BARROW HOUND

FREQUENCY: Rare

NO. APPEARING: 1-4
 

ARMOR CLASS: 4

MOVE: 12"

HIT DICE: 4

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 3 or special

DAMAGE/ATTACK:
2-8, 2-8, 2-12

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non

ALIGNMENT: Neutral

SIZE: S

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

On first appearance, Barrow Dogs appear to be earthenware statues depicting a seated animal of a form loosely resembling a dog. They are placed in a wide variety of locations within tombs, e.g. flanking doorways and similar entrances, guarding sarcophagi or remains, and also sometimes placed on pillars, platforms or pedestals. They might also be placed at the exterior of a tomb, perhaps resembling a gargoyle or grotesque in such a setting. A hound will remain dormant until something or someone triggers some preset condition decided upon by the Dungeon Master to suit their particular adventure or situation. So, for example, a guardian might only be activated when a tomb is opened in some way, or if anything passes within a certain distance of the guardian, or if something (i.e. treasure etc) is touched or removed from a tomb.
 
Once activated, a ghostly howl will sound (audible to any creature within 4"), the Hound's eyes will become balls of fire and a strange light will seem to glow dimly within its mouth. It will attack with claws (2-8) or by biting (2-12) and will fight until destroyed. It will relentlessly pursue any fleeing or retreating quarry until that quarry moves a certain preset distance, or passes beyond a certain preset point, or is killed. It may also choose to attack by emitting a fireball-like object from its mouth. This has a range of 6" and inflicts 2-12 points of damage. However, it can only attack in this way every other round.

Barrow Hounds are immune to edged weapons but maces, clubs and similar weapons affect them normally. They are also immune to fire-based attacks, magical or mundane. If they are destroyed in their dormant state (in which they posses only 8 hit points), they will crumble into pieces. However, this will release a small fireball that rises 4 feet into the air and then explodes. Anything within 1" of this explosion will receive 2-12 points of damage.
 
Description: When dormant, Barrow Hounds appear to be quite crudely-made hollow figures constructed from fired clay, and posed as if sitting. Despite their name, they only resemble dogs in a rather distorted way, being misshapen and with odd details such as overly large teeth, wide eyes and gaping mouths. Some might be decorated with paint or gold leaf and all have incised details picked out along their bodies. These glow when the creature is active.

Saturday 22 October 2022

Tomb Guardians...! (Part Two)

Further to my previous post, here is another tomb guardian...

TREACHEROUS PILLAR

FREQUENCY: Very Rare

NO. APPEARING: 1-4
 

ARMOR CLASS: 3

MOVE: 8"

HIT DICE: 5

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 6

DAMAGE/ATTACK:
2-12 (per tentacle), 3-18 (bite)

SPECIAL ATTACKS: bite, venomous tentacle

SPECIAL DEFENSES: None

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non

ALIGNMENT: Neutral

SIZE: L (10' tall in pillar form, 6' tall and 4' feet wide in amorphous form)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Treacherous Pillars are perhaps the most dangerous of creatures tasked with defending tombs. In their dormant form they resemble a pillar of various designs, but this this is merely the shell worn by the bizarre amorphous creature that resides within. Some are decorated with what appears to be gold, fine paintwork, and jewels (although these precious elements are artificial). Others will appear to be much more ordinary or roughly hewn. Any support they appear to provide to any given location is counterfeit, as it has been fashioned in such a way that the area around the pillar bears no load.
 
The pillar will remain dormant until something or someone triggers some preset condition decided upon by the Dungeon Master to suit their particular adventure or situation. So, for example, this guardian might only be activated when a tomb is opened in some way, or if anything passes within a certain distance of the creature, or if something (i.e. treasure etc) is touched or removed from a tomb.
 
When activated, the pillar will break apart into numerous pieces that will cover the surface of a large amorphous mass, and glowing eye-like objects and fanged mouths will appear all over the creature. It will attack by striking with its tentacles, and a successful attack with a roll of 18 or more will mean that a victim is dragged to one of its mouths, which in turn inflicts 3-18 points of damage per round. One tentacle is venomous and those struck by it must make a saving throw versus poison or die immediately.
 
It will pursue intruders until that they are killed, or if they pass beyond some point specified when the guardian was first placed within the tomb. If killed, the decorated parts of the pillar might possess will crumble into dust. Otherwise, once its task is complete it will return to its original position and assume its dormant form.
 
 

Saturday 15 October 2022

Tomb Guardians...! (Part One)

As Punkie Night - or as some of you call it, Halloween - is fast approaching, I thought I'd share some monsters that have been created specifically to protect the dead (and their treasures) in their tombs. The overarching concept behind these is that they are left inside or close to tombs and remain dormant until something or someone triggers some 'preset' decided upon by the Dungeon Master to suit their particular adventure or situation. So, for example, a guardian might only be activated when a tomb is opened in some way, or if anything passes within a certain distance of the guardian, or if certain items (i.e. treasure etc) is removed from a tomb. They can be created by various means, for example by reading from a magical scroll or sprinkled with the contents of a potion, or whatever other method the Dungeon Master chooses.

The first of these guardians is the...

SHIELD LORD


FREQUENCY: Rare

NO. APPEARING: 1-4
 

ARMOR CLASS: 4

MOVE: 10"

HIT DICE: 5

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 3

DAMAGE/ATTACK:
2-12, 2-12 or by weapon (see below)

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Average

ALIGNMENT: Neutral

SIZE: L

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

When dormant, these guardians will appear to be nothing more than general tomb detritus: piles of mummified bones and rags gathered around a tarnished and somewhat dilapidated bronze shield. Once activated, the shield will rise into the air and glow brightly whilst rags and two arms will rapidly form around it. At the same time, a scythe-like object will appear in its hands and the Shield Lord will fly towards its target.

In combat, the scythe attacks as a +2 weapon and inflicts 2-12 points of damage. The Shield Lord may also choose to attack with its taloned hands which, in addition to the damage they inflict, will also cause paralysation unless a successful saving throw is made. Although it usually drifts some 4 to 6 feet above the ground when moving, it is also capable of flight and may choose to attack from a higher point if space allows. 
 
A Shield Lord will fight until destroyed, at which point it will collapse back into its original form and its scythe will vanish. It will pursue its target until that target is killed, or if the target passes beyond some point specified when the guardian was first created. They are immune to Dispel Magic and cannot not be turned by clerics, but other magical attacks affect them normally.

Saturday 24 September 2022

Benefic Polymorph...!

BENEFIC POLYMORPH


FREQUENCY: Rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 9

MOVE: 8"

HIT DICE: 5 hit points

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 0

DAMAGE/ATTACK: Nil

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Average

ALIGNMENT: Neutral

SIZE: S

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

The Benefic Polymorph is a strange sentient creature whose normal form resembles a lump of blue clay-like material. Its purpose in life and what it feeds upon in order to survive in this form is not known, and it will only contact another sentient being in a very specific set of circumstances. If it senses that another being is missing a major limb, such as a hand, foot, leg or arm it will introduce itself and explain that it can help. It will explain that it can assume the form of that missing part and will function in its stead for the lifetime of its host. It requires nothing in return, save that the host treats with the same reverence as their other limbs. It speaks all known languages, including cants and alignment tongues and has a deferential, softly-spoken manner.
 
Should the prospective host agree to the offer, the polymorph will take the place of the missing limb and quickly assume it's form, but can no longer speak. It will look like an exact copy of it but will still have the appearance of blue clay, and tendrils will mark the join between the polymorph and the host. The host will then have a fully functioning limb that feels completely natural. It will not be any stronger, weaker, more dextrous nor more resilient than a normal limb (as defined by the player-character's statistics), and will feel heat, cold, etc in a normal manner.
 
However, the polymorph requires 1 hit point per year from its host, which cannot be regained via magic or healing. This will not be revealed to the host at any time. If the host's body is near death from unnatural causes (i.e. 1 hit point above zero), the polymorph will absorb the hit point, resume it's normal form and will attempt to scurry away. If the host is in a situation where they are killed instantly or die of old age, the polymorph will also resume its normal shape and flee if it can. If the host is attacked or involved in an accident or similar occurrence, there is a 20% chance that the polymorph is hit instead (unless the Dungeon Master or the situation rules otherwise). If more than 5 hit points of damage is then inflicted upon the polymorph, it dies and inflicts 1 point of damage on its former host. It quickly becomes greyish-green, amorphous and without any apparent bone structure but remains attached to the host. It can then only be removed by a reversed Regenerate spell.
 
The Benefic Polymorph is not choosy about who or what becomes its host being. It can remember all of its former hosts and is thought to live for many hundreds of years, possibly thousands. 
 
Captive examples are worth at least 5000 gold pieces, but if forced to become a body part whilst captive (i.e. threatened with death), it extracts 2 hit points per year from its host and 2 hit points when leaving a host that is near death.

Certain rumours state that two extremely rare, smaller types of polymorph exist. One is gold in colour and can only replace a host's missing eye. It is said to have the ability to see far into the distance and into the other Planes, to detect invisibility and have various other sight-based powers. The other, silver in colour, can only replace the host's tongue and allows them to speak all languages, cants and alignment tongues as well as converse with all animals and monsters.

Saturday 10 September 2022

Spiders...! (Part Two)

SIEGE SPIDER

 
FREQUENCY: Rare
NO. APPEARING: Varies
ARMOR CLASS: 2
MOVE: 5"
HIT DICE: 12 +10
% IN LAIR: 0%
TREASURE TYPE:  Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 6-60, 6-60
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (35' long excluding forelegs, 25' wide)
PSIONIC ABILITY: Nil
                Attack/Defense Modes: Nil

It is not known whether these creatures owe their huge size to some freak of nature, breeding or from magical experimentation. They are usually encountered during battles but may also be met as part of an army or large war party en-route to some battlefield.
 
Siege Spiders are trained from birth to be inured to rigours and terrors of warfare, and they seem to know no fear. Training them is a specialised task and takes at least 5 years, during which time the spider learns to take commands only from the specific individuals who eventually become their controllers. This is always a team of four: the commander (who makes tactical decisions and issues orders), the drummer (who beats the orders as a code onto the carapace of the spider, which the creature then responds to) and two 'drivers' (who each pull on huge chains fixed to the left and right foreleg, reinforcing the orders transmitted by the drummer. These chains can only be pulled by those with a Strength of 18/75-00). Should any member of the team be killed, it can take up to 2 years to train the spider to follow orders from a new individual.
 
During combat, the team resides within with a specially constructed and armoured howdah, effectively a small bunker riveted onto the back of spider, which also contains a signaller (who sends and receives messages using various methods to and from other howdahs, or from the higher chain of command). In this manner, Siege Spiders act as semi-independent units tasked with the dismantling and destruction of enemy fortifications. They usually do not climb over these but instead are trained to stand against walls, etc as they endeavour to breach them. Some howdahs form the base of larger siege towers and some armies add large metal spikes and other objects to the spider's body in order to guard against attacks or to enhance its offensive capabilities. Against weaker defences the weight of the spider is sometimes enough to breach them.

The creature is generally similar to other spiders in overall shape except that its two forelegs are 30' long and end in large hook-like talon, each capable of prising apart or smashing stone and mortar and delivering 6-60 points of damage. Despite their size, these are particularly dextrous. Siege Spiders are usually black or darker shades of brown, purple or blue in colour, with vivid red undersides and yellow-white talons. However, it is common for armies to paint them in other colours or to decorate them with various patterns, flags, banners or slogans. The creature's chitin is also thick enough to have designs permanently carved into it. The remains of dead Siege Spiders can be repurposed as armour for others of their kind or made into suits and shields, usually of AC3 or 4.
 
Siege Spiders do not spin webs nor do they possess a venomous bite as adults. Their fangs are very small compared to their overall size and they can consume the flesh of most creatures, living or dead. They have many eyes are can see equally well in both day and night. They are immune to fire (magical or mundane) and are unaffected by Cold or Fear-based Spells. Lightning-based attacks inflict only half damage.

These creatures are very highly prized as eggs or hatchlings, fetching as much as 50-80,000 gold pieces per individual. Hatchlings are usually pale blue or yellow in colour, some 4-6' in size, are AC4 and have 4HD. Unlike their adult form, they possess a venomous bite and those bitten must save vs poison or die instantly. Their fangs and each forearm deliver 1-8 points of damage. Siege Spiders give birth to 2-6 hatchlings but only breed once every 10 years, whilst they themselves normally have a lifespan of 30-50 years.

Saturday 3 September 2022

Woodwose...!

This week I describe creatures that once figured quite strongly in English folklore, seemingly as some sort of physical representation of a wilder aspect of nature. They're mentioned, for example, in the Arthurian tale Sir Gawain and the Green Knight, but must predate that period by at least three or four centuries as their name seems to be of Anglo-Saxon origin. It's possible (at a bit of a stretch, in my opinion) that they are in some way related to the Green Man, a similarly mysterious figure who shares some aspects with the Woodwose. Lastly, the word 'Woodwose' works both as a singular and plural form.

WOODWOSE

FREQUENCY: Uncommon
 

NO. APPEARING: 2-6
 

ARMOR CLASS: 6

MOVE: 10"

HIT DICE: 2+2

% IN LAIR: 15%

TREASURE TYPE: V

NO. OF ATTACKS: 2 (clawed hands)

DAMAGE/ATTACK: By weapon or 1-8

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: See below

INTELLIGENCE: Low to Average

ALIGNMENT: Neutral

SIZE: M

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Woodwose are only ever encountered in ancient woodlands or similarly remote and overgrown places, within which they are seldom seen unless they decide to make their presence felt. They are shy and timid creatures that will ordinarily go to great lengths to avoid any form of contact. They are dextrous and masters of camouflage and stealth, possessing abilities similar to Move Silently, Hide In Shadows and Climb Walls as if they were a 10th level thief.

Despite their timidity, they possess a curiosity that can override this aspect of their nature. When encountering parties of adventurers they will sometimes choose to follow them at a distance. Ordinarily they are terrified of fire and lightning, but should a party be engaged in cooking the woodwose might choose to break cover and approach, albeit haltingly. They seem to have a great interest in prepared food and the cooking of such things, but the sound of music also seems to have a similar attraction for them.

In combat their sharp, claw-like nails inflict 1-8 points of damage. There is a 50% chance that those encountered can also attack with poisoned darts. This poison is an insinuative B variety, the darts having a range of 20 feet and two may be thrown per turn. Otherwise they are armed with weapons equivalent to a club or quarterstaff.
 
All woodwose have the ability to cast Cure Light Wounds and Warp Wood as a 3rd level druid. They are immune to cold attacks but fire and lightning-based attacks will cause them to instantly flee. Their magic and poison resistance allows them to save at 2 levels above their actual. They possess excellent hearing and surprise on a roll of 1-4 on a 6-sided die, and see equally well by both day and night.

If encountered in their lair, there will always be one 4 HD individual, taller than the others and with hair entwined with a mass of thorny plants. It will know 1d6 druid spells in addition to those described above, casting them as a 4th level druid, and can (if threatened) summon 1d6 bears, wolves and similar creatures to its aid, which will arrive in 1-3 turns. They have no interest in treasure such as silver, gold, etc but seem to covet wands and staffs. These will be found within a giant ancient tree which stands at the centre of their lair. No woodwose children have ever been observed, and no-one knows how long they live. Some Elven folklore claims that when an old oak tree dies and collapses into ruin, woodwose spring up from the remains.
 
Woodwose speak their own language, which varies from growls to bird-like sounds. There is a remote chance (10%) that within any group encountered one individual will have a very basic knowledge of Common. However, Speak With Animals works just as well when communicating with them. If befriended or treated amiably, they will be happy to share information about recent and past events, as well as that pertaining to an area some 20 miles around them. Once per day they can accurately describe any location and on-going events within it up to a distance of 10 miles from where they stand. However, they may not understand all that they see and thus the information provided might be difficult to parse.

Description: Woodwose are tall and human-like in appearance, albeit with somewhat larger hands and feet. Aside from their hands and faces, their entire bodies are covered in thick hair that ranges in colour from black to light brown. This is covered in patches of leaves, lichen, moss and other plant material. The skin of their hands and face is dark reddish-brown and their nails are jet black. Their faces are their most striking feature, being wide and round with a pointed chin. Their eyes are large with no discernable pupils and resemble oddly reflective glass spheres. They have no teeth, but have a wide beak-like object within their mouths that is turquoise in colour.

Saturday 6 August 2022

Dragons...! (Part Four)

Here is another in my series that describes chitinous dragons (previous posts can be found here):

CHITINOUS DRAGON (Weaver)


FREQUENCY: Very Rare
NO. APPEARING: 1-2
ARMOR CLASS: 0
MOVE: 12"/36"/*20
HIT DICE: 6-8
% IN LAIR: 30%
TREASURE TYPE:  G, S, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12, 2-12, 3-18
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
ALIGNMENT: Neutral Good
SIZE: L (12' long)
PSIONIC ABILITY: Nil
                Attack/Defense Modes: Nil
CHANCE OF:
                Speaking: 70%
                Magic Use: 30%
                Sleeping: 30%


Weaver Dragons prefer lonely mountains and other high, remote places. Their lairs are made up of a large, dense web-like structure spun between two high points or within a crevasse, with their treasure kept in numerous (2-20), hard to reach nests.

As they spend much of their time on the wing, their attacks will predominantly come from above. Its breath weapon is a mass of sticky, web-like material 6" long, 4" wide and 5" high that rapidly contracts around a victim, inflicting 1-8 points of damage per round. This can be removed with sharp instruments or by those possessing a Strength of 17 or more. It can also bite or strike out its powerful rear legs, whose talons inflict 2-12 points of damage. If the dragon can speak and employ magic, they will know 1-3 Druid spells of 3rd to 5th level.
 
Weaver Dragons prefer to shun any form of contact and, despite their somewhat fearsome appearance, are generally quite aloof and distant in their mannerisms. However, they are generally amiable to dwarves and gnomes and might converse with any they encounter in an adventuring party. Even then, they will stay airborne unless they are met in their lair. They will have an intimate knowledge of the landscape around this lair, out to a distance of 100 miles, and thus could be a source of useful information. On very rare occasions, should decide or be convinced to assist in some way, a Weaver Dragon might offer to carry one or two individuals no further than 100 miles. They speak Common, Dwarven and Gnomish, as well as having their own language. If two are encountered, it will be a mating pair.
 
The web-like material from which their lairs are woven can be worked and formed into armour or a shield, although artificers who can perform such a task are rare and very expensive. These items are treated as if they were magical, a complete set of armour (weighing 50 gp) being +5 and shields (weighing 10 gp) +3 respectively. Unless painted, this armour is always whitish-grey. Alternatively, every 100 years a dragon will weave a suit of personalised armour or a shield for an individual who has provided them with some great service or act of friendship (it is left to the Dungeon Master to decide how this might occur). 
 
Description: Weaver Dragons are generally a rusty-red colour with patches of dark yellow. The tips of their wings and limbs are blue-green. As they reach the end of their lifespan (approximately 400 years), they become whitish-yellow.

Saturday 30 July 2022

Shambling Mouth...

SHAMBLING MOUTH

 

FREQUENCY: Rare
 

NO. APPEARING: 1-3
 

ARMOR CLASS: 2

MOVE: 6"

HIT DICE: 8

% IN LAIR: 30%

TREASURE TYPE: B

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 2-20

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Low

ALIGNMENT: Neutral

SIZE: L

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Thought to be related in some way to the Shambling Mound, this creature is found in tombs, dungeons and similar underground places. It uses the detritus from such to form its body.

The Mouth has a voracious appetite and will readily consume anything it can find, but seems to have a predilection for living flesh. Its bite inflicts 2-20 points of damage per successful strike, and on a roll of 20 it will attempt to eat its victim, inflicting a further 2-20 points of damage per round.
 
These creatures are immune to attacks by any form of edged weapon, and blunt weapons inflict only half damage. It is immune to cold-based attacks and fire-based attacks also inflict only half damage. When the creature dies, it immediately collapses into a reeking mass, and anyone within 20' must make a saving throw vs poison or be immobilised (by retching and vomiting) for 1-6 rounds. Its treasure is whatever survived when previous victims were consumed.
 
Description: Shambling Mouths appear as a large reeking mass made of bones, teeth, hair, skin, armour, pieces of metal, weapons, etc, all supported by two or three short legs. This mass is dominated by a huge maw lined with a oddly deformed teeth, metal shards and shattered bone. It is 6' tall and about 6' wide.

Saturday 16 July 2022

Vulturebears (Part One)...!

Inspired by a chance remark on a Discord forum, this is the first in a series that describes Vulturebears.

Thought to be a result of the same crazed experiments that created the Owlbear, these creatures exist in a wider variety of forms and can be found in a more varied set of environments. They possess beaks and claws but, unlike Owlbears, do not have the ability to crush their victims. All have a distinctive stooped stance and are very ill-tempered. Their pelts are mostly fur but also have patches of vestigial feathers. 

They usually only attack if their food, territory or young are threatened and will otherwise be wary of combat, preferring instead to make threatening displays. They possess ways of defending themselves if required so that they might extract themselves from harmful situations, and these methods vary from one particular species of Vulturebear to the next. As all species eat carrion, their bite carries disease and their beaks and claws will be encrusted with noisome substances.

CAVE VULTUREBEAR

 
FREQUENCY: Rare
NO. APPEARING: 2-6
ARMOR CLASS: 5
MOVE: 14"
HIT DICE: 4
% IN LAIR: 20%
TREASURE TYPE:  Z
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6, 1-6, 3-18
SPECIAL ATTACKS: Disease
SPECIAL DEFENSES: Hiss
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (6-8' tall)
PSIONIC ABILITY: Nil
                Attack/Defense Modes: Nil 
 
Cave Vulturebears are so named as they prefer to create lairs in caves and underground places, including dungeons and large tombs. They are adept at seeking out the remains of those recently entombed and seem to have a predilection for the treasure that sometimes accompanies them. They will also search dungeons and similar places for carrion.

They attack with their claws and beak. Any creature bitten has a 25% chance per wound inflicted of contracting a serious disease. If such an infection is indicated the victim is diseased unless a saving throw versus poison is successful. Should a Vulturebear lose more than 50% of its hit points, or if it is defending its young, it will make an odd hissing sound. Any creature within earshot must save versus magic or be confused for 2-8 melee rounds and the Vulturebear will then attempt to escape or make an attack, depending on the situation.

If encountered in their lair, there is a 25% chance that 1-4 eggs or 1-3 young will be found. The young have 1HD and their attacks inflict 1-3, 1-3, 1-8 points of damage respectively. They have no hiss as a defence although their bites can inflict serious disease. Their treasure will be a mass of items that the Vulturebears seem to collect in their lairs as part of their mating rituals. Unlike Owlbears, their eggs and young have little value on the open market.

Description: Cave Vulturebears are blackish brown. Their beaks and claws are black edged with blue and their eyes are black with bright golden pupils.The skin on their heads is a pale yellowish-white with deep wrinkles and numerous warts.

Saturday 9 July 2022

Jellies...! Part Seven

This weeks post is a twofer, although the latter creature might also be encountered on its own.

DRAGON JELLY

 

FREQUENCY: Very rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 4

MOVE: 8"/12"

HIT DICE: 5

% IN LAIR: 10%

TREASURE TYPE: S, T, U, V

NO. OF ATTACKS: 4

DAMAGE/ATTACK: See below

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Semi-

ALIGNMENT: Neutral Evil

SIZE: L (12 to 20' wingspan)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Dragon Jellies are so called because their general outline resembles a dragon and their 'wings' allow them to fly, although this ability is the result of magical power. These jellies dwell in cold, subterranean places, especially vaulted caves and similar locations, where they cling to their ceiling and wait for passing prey. They are particularly attracted to all things magical and when encountering adventuring parties they will single out Magic Users or those possessing magical items.

When attacking, the jelly prefers to keep some distance between itself and its intended victim(s) by staying airborne. It can propel itself at speed if needed, but can also hover in one place. It will release up to four globules per round, and these can take two forms. Both have a range of 6". One is an amber-coloured blob which explodes into a mass of tendrils that will quickly envelope the target, inflicting 3-12 points of damage per round unless a successful Strength check is made to break free. The other is a greenish blob which contains 3-30 Mite Jellies (see below). 

The jelly will also attempt to fly down and envelop any victim should they be incapacitated, injured, or are retreating. With a successful attack, it excretes fluids that inflict 3-12 points of damage per round. Should the jelly receive more than 10 points of damage when smothering, it will return to the air and resumes its attacks from a distance. However, the surface of its body swarms with Mite Jellies and 3-30 of these will now cover its victim.

The lairs of these creatures are always in a high place, and their treasure will be covered with a gluey substance that can only be removed with a great deal of effort. There is a 50% chance that Mite Jellies will also be encountered.

Description:  Dragon Jellies are a mass of tendrils and odd bulbous shapes carried aloft on misshapen wings. They have silvery-grey undersides and their upper surfaces are silvery and pearlescent, streaked with pale yellow. It is spattered with greenish blobs and smears containing Mite Jellies.

 

MITE JELLY  

FREQUENCY: Rare
 

NO. APPEARING: 3-30
 

ARMOR CLASS: 9

MOVE: 1"

HIT DICE: 1 Hit point

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 0

DAMAGE/ATTACK: Nil

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: S

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Mite jellies can often be mistaken for beads of a dilute greenish-yellow fluid or general dampness on walls, floors, and other surfaces. They are attracted by the body heat of living things, and will attempt to approach their victim in subtle ways i.e. by dripping from a ceiling, or being transferred by touch. They cannot penetrate metal or leather (unless they gain access via damaged areas) but easily seep through other forms of clothing. They will then secrete themselves in small clusters around the hosts body - in hair, behind ears, in armpits, etc - and will be difficult to detect unless specifically looked for. The host will become tired, thirsty and all movements will become sluggish. Victims who are close to death from the effect of Mite Jellies might be mistaken for zombies.

These creatures are parasitic, and will slowly incapacitate or kill their host unless removed (see below). If less than 10 mites are attached, the victim will have their movement rate and encumbrance halved after one day. For every 10 mites attached to a victim, they will drain 1 hit point per day. As they feed, their appearance changes and they will subsequently resemble tiny yellowish-white beads. Should a victim be completely drained of hit points, their remains will be consumed by the jellies, who will then spore a further 3-30 individuals who then search for suitable places to dwell. Mite Jellies are immune to fire and cold attacks - applying flames to them will inflict 1-6 points of damage to the victim. Cure Disease has no effect upon them. 

If discovered on walls, etc they can easily be destroyed. However, once attached to a victim they can only be removed in two ways. If salt is rubbed onto where they cluster, this kills them but leaves permanent disfiguring scars in the form of raw and swollen patches of skin. Unfortunately, Cure Light/Major Wounds has no effect upon these scars, although it will help the victim recover lost hit points. If the victim is completely immersed in salt water (i.e. sea water, brine, a salt bath), the mites are killed and leave no scars.


Saturday 25 June 2022

Spiders...! (Part One)

The first in a series about spiders...

WHIP SPIDERS


Whip Spider (Lesser)

FREQUENCY: Uncommon
 

NO. APPEARING: 1-8
 

ARMOR CLASS: 4

MOVE: 8"

HIT DICE: 4 +4

% IN LAIR: 30%

TREASURE TYPE: C

NO. OF ATTACKS: 3

DAMAGE/ATTACK: 1-12, 1-12, 1-12

SPECIAL ATTACKS: Paralyzation

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Neutral

SIZE: L (12' long, excluding forelegs)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Whip spiders are large mountain-dwelling creatures whose forelegs are some 20' long and very flexible. They use these to capture prey across passes and crevasses as well as for climbing steep rock faces. They see equally well in daylight or in complete darkness and sometimes hang by their rearmost legs from cave ceilings to wait for passing prey. Their colouration and the rough surface of their body makes them particularly difficult to see and this, combined with the long reach of their forelegs, means that they surprise on a roll of 1-3 (on a 6-sided die). The tip of each foreleg ends in a small claw that can inflict 1-12 points of damage, and those struck must save vs paralyzation or become completely immobilised. A victim may then be dragged towards the spider's fangs and drained of 1-12 hit points per turn. When not in use, the forelegs loop back over the creature's body.

These creatures do not spin webs, choosing instead to make lairs in deep caves and sometimes within dungeons and other subterranean places. If encountered in their lair, there is a 50% chance that 2-12 hatchlings will also be present. These have 1HD +4 but do not possess a paralysing attack from their 5' long forelegs. Their claw and bite attacks inflict 1-4 points of damage. 

 

Whip Spider (Greater)

FREQUENCY: Rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 2

MOVE: 6"

HIT DICE: 6

% IN LAIR: 75%

TREASURE TYPE: C

NO. OF ATTACKS: 7

DAMAGE/ATTACK: 2-20 (per foreleg), 3-18

SPECIAL ATTACKS: Paralyzation

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Neutral

SIZE: L (20' long, excluding forelegs)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

This rarer form of Whip Spider often chooses to reside within gullies, pits and similar locations. Each 30' long foreleg is made up of three long sections that can act independently, two of which are kept outside the creature's lair. In this manner they can detect the approach of prey and are particularly difficult to see, thus surprising on a roll of 1-4 (on a 6-sided die). When attacking, the spider will attempt to paralyze victims and those failing a saving throw will be dragged into its lair, where its fangs will drain 3-18 points of damage per turn. Each foreleg also inflicts 2-20 points of damage with every successful attack.

There is a 25% chance that the lair will also contain 1-3 Lesser Whip Spiders, as well as 1-6 2HD hatchlings. These possess four 10' long forelegs each capable of inflicting 1-8 points of damage, as well as possessing the ability to paralyze their victim. Their bite also inflicts 1-8 points of damage.   

Note: For both varieties of Whip Spider, any treasure will be found within the remains of previous victims. Also, the Dungeon Master may rule that an encounter with a Lesser or Greater Whip Spider might include one or more individuals in transit and carrying hatchlings upon their backs. However, such an encounter will provide no treasure.

Saturday 18 June 2022

Flame Snail...

It seems that not everyone is a fan of 1E AD&D's Fiend Folio. I kind of understand this, as initially upon first reading through it I wasn't sure how and why I could use the various monsters when so many have a frequency of Very Rare. Admittedly a fair few of the monsters are pretty left-field but, to be honest, that's what I find appealing about both the Fiend Folio and Monster Manual in general. I mean, why should any of the monsters in D&D make sense? Why can't there be Flumpfs?

Anyway, one of my favourite monsters from the Fiend Folio is the Flail Snail. To me, it ticks various boxes: it's a typically odd D&D monster, it has some interesting capabilities, and it just generally fits into the world of D&D in the sense that it seems to be something that's part-magical, part-mundane.

With that in mind, I thought I'd design a few other creatures inspired by it, the first being the...

FLAME SNAIL

FREQUENCY: Very rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 4

MOVE: 4"

HIT DICE: 4-6

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 1 per tentacle

DAMAGE/ATTACK: See below

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Low

ALIGNMENT: Neutral

SIZE: L

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Flame Snails appear to be a smaller (6' tall) relative of the Flail Snail but, instead of clubs, each of its tentacles ends in a fiery bulb. When attacking, each of these can emit a globule of burning matter out to a range of 20' which inflicts 2-12 points of damage for 3 rounds, unless extinguished. At close range, these can instead strike a target and inflict 2-12 points of damage. 6HD Flame Snails have a single tentacle that can emit a Fireball, the snail casting as a third-level Magic User. It has one tentacle for every hit die that it possesses and each tentacle has its own hit points.

Should all of these tentacles be destroyed, the body will be quickly withdrawn into the shell and the snail will die in 1-4 turns. Upon death, the shell explodes violently, spreading burning matter and fragments over an area some 50' in diameter. Any creature within this area will receive 3-18 points of damage. There is a 50% chance that their clothing, skin, hair, fur, etc will continue to burn for 3 turns (unless extinguished by normal means) inflicting a further 1-6 points of damage per round.

The snail casts a faint glow and emits great heat out to 2' from it's body. This heat will ignite any flammable material it moves through or over and will temporarily blind any creatures possessing infravision unless they distance themselves from it by at least 50'. Flame Snails are not known for their speed, but should any victim fall beneath it they will receive 1-8 points of damage per round by being crushed by the snail's weight and burnt by the heat it generates. Flame-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. Cold-based attacks inflict double damage.

Intact shells are very rare and usually only found when a Flame Snail has died naturally. The shell weighs 150 pounds (1500 gold pieces weight) and can be fashioned into items that are completely resistant to heat and flames, magical or mundane. A complete shell is worth 7-8000 gold pieces, although artificers who can work the shell might prove difficult to find.

Flame Snails are a vivid orange in colour streaked with bright yellow and its tentacles are blackish-red. Its shell is yellow-white and semi-opaque. Strange flames and burning shapes seem to roil within it. 

Saturday 4 June 2022

Cave Elephant...

 

Inspired by elephants who occasionally go underground...

CAVE ELEPHANT


FREQUENCY: Uncommon

NO. APPEARING: 3-30
 

ARMOR CLASS: 3 (or 5 - see below)

MOVE: 12"

HIT DICE: 9

% IN LAIR: 20%

TREASURE TYPE: Z

NO. OF ATTACKS: 5

DAMAGE/ATTACK: 2-12, 2-12, 1-10, 1-10, 1-8 

SPECIAL ATTACKS: Paralyzation, confusion

SPECIAL DEFENSES: None

MAGIC RESISTANCE: Standard

INTELLIGENCE: Average

ALIGNMENT: Neutral

SIZE: L (6' tall, 8' long)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil 
 

These subterranean creatures have adapted an underground life and have also acquired various means to protect themselves. To dwarves and gnomes they are generally known as 'Iron Eaters'. In fact, Cave Elephants will occasionally co-operate with either in order to find veins of precious metals and stones, although all attempts to domesticate the elephants have ended disastrously, as they are ordinarily bad-tempered.
 
Cave Elephants will always be encountered in underground places and never venture above ground, being completely blind in natural sunlight. Powerful light sources (such as those created by magic) will confuse them for 1d3 turns. They normally use infravision and a bat-like sonar to find their way in complete darkness, although they can also see normally in low light environments. Their elongated bodies, powerful claws and forearms allow them to navigate confined spaces and also dig through solid stone at 1" per turn and through loam at four times that rate. Powerful teeth enable them to consume rocks, and it is thought that they gain some sustenance from the consumption of iron-bearing rocks. They are adept at locating these and those containing other metals, including precious varieties, as well as rocks bearing precious stones. The elephants seem to possess an unusual interest in gold, electrum and precious stones in any form and thus may seek to acquire them from parties of adventurers or from caches, treasuries, etc within dungeons.
 
They will usually avoid contact with miners and adventuring parties unless they believe that they can gain from it in some way, either by co-operating or by the use of force. When attacking, steely talons on each forelimb inflict 2-12 points of damage or they can lash out with their trunk to inflict 1-10 points of damage. The tip of the trunk and the tail are both capable of delivering a sting that will incapacitate a victim unless they save vs. paralysation. Trampling a victim with their feet inflicts 1-10 points of damage. The trunk can also grab and crush dwarf-size or smaller victims, inflicting 1-8 points of damage. Lastly, eye-like objects situated below the creature's eyes will cause confusion for 1-6 melee rounds to any intelligent creature who looks at them squarely and fails to save vs magic. They are immune to fire and cold attacks, magical or otherwise.
 
They will readily attack goblins, orcs and kobolds unless very outnumbered, and will consume any that they kill. Similarly, anyone killed during combat with them will be eaten or taken away to be consumed at some later time, as the elephants are not averse to carrion. Any armour, weapons, possessions, etc will eaten along with the flesh and bones. Only treasure, in the form of coins, gems or items decorated with such, will be spared and taken to the elephants lair. Magical items will only be kept if they are decorated with precious metals or gems.
 
Cave Elephant lairs have a 50% chance of containing a single 4HD young elephant, as well as the treasure type listed above. Encountering more than 10 Cave Elephants will indicate that a larger lair has been located. 1-4 of these individuals will be 4 HD young. If 20 or more Cave Elephants are encountered, the lair will also contain a single 10' tall 12 HD individual whose attacks deliver 3-18, 3-18, 2-12, 2-12, 1-10 respectively. There will also be 1-10 4HD young.
 
They have their own language with which they can communicate over great distances, although this cannot normally be heard by other creatures. They can also speak Dwarven and Gnomish, albeit haltingly and with a limited vocabulary. 12 HD individuals may also have a limited grasp of Common. They have superb memories and will recognise anyone they have met previously and can recall past events with ease. Similarly, their hearing is excellent and thus they are only surprised on a roll of 1.
 
Dwarves and gnomes generally have taboos about using the hide, etc of dead Cave Elephants, given their respect for them. Goblins, orcs and kobolds however will readily attempt to use the hide to reinforce their armour, despite the hide being extremely resistant to working. As such, it is usually only worn by leaders and chieftains and reduces their AC by two points (i.e an armour with AC6 becomes AC4 when reinforced with the hide). The elephant's claws and teeth are repurposed as pickaxes and other mining tools.
 
Description: Cave Elephants are various shades of grey or greyish-yellow in colour, appearing smoother and less wrinkled than their surface dwelling cousins. Their heads, shoulders, forearms and trunk are dotted with clusters of darker patches of stone-like concretions and these parts have AC3. The rearmost part of the animal (an an area midway along the spine and ending with the rear legs and tail) is generally devoid of such patches and is AC5. Their claws are blueish-black and resemble tempered steel. The elephant's undersides and the tips of the trunk and tail are pinkish grey. It is thought that they live for 350-500 years and there are rumours that their graveyards, hidden deep underground, contain large hordes of treasure.  
 

Saturday 28 May 2022

Dead Man's Lantern

This week's monster uses infravision against those who have such ability...

DEAD MAN'S LANTERN


FREQUENCY: Uncommon

NO. APPEARING: 1
 

ARMOR CLASS: 3

MOVE: 12"

HIT DICE: 4

% IN LAIR: Nil

TREASURE TYPE: Nil

NO. OF ATTACKS: 6 (2 talons, 2-4 tendrils)

DAMAGE/ATTACK: 2-12

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Neutral

SIZE: L (30' long)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil 
 

The Dead Man's Lantern spends the majority of its life in the roofs of caves and similar subterranean places but much prefers dungeon environments. It resembles a long thin centipede with numerous pairs of small claws which allow it to hold fast onto any wall, floor or ceiling. Small eyes are dotted along its spine with a larger cluster at the centre of its body, both ends of which end in a long tapering section tipped with a venomous talon. Its carapace is so textured as to appear to be stone or similar surface and is almost impossible to detect. The creature is also completely invisible to those creatures that possess infravision.    

However, when seeking prey it uses both normal sight and infravision to lure victims to a space within the striking range of its talons. It can detect creatures up to 200' away and when they pass through the outer edge of this limit it excretes long tendrils of a sticky substance ending in a luminescent bulb that extends a ragged sheet-like form. It then moves these from side to side and slowly advances towards its prey. To those creatures with normal sight, the bulbs resemble swinging lanterns, but to those possessing infravision, both the bulbs and the sheets resemble a party with lanterns moving in single file. 

The creature is careful not to engage large groups (i.e. with more than 5 members) and will attack once its intended victims are within striking distance of one of its talons, at which point it switches off the light and infravision effects cast by its tendrils. Each talon inflicts 2-12 points of damage and, if a poison saving throw fails, the victim dies immediately. It will also attack with its tendrils in an effort to stun opponents, who must save versus paralyzation.

These creatures prefer to consume dwarves, goblins and other smaller underground dwellers, but will readily attack parties made up of various races if their numbers are within the aforementioned limit. Victims of their venom will dissolve in 2-10 rounds and the remains will be consumed by a proboscis within each talon.