Saturday, 20 May 2023

Flocktopus...!

This week's creature is the...

FLOCKTOPUS

FREQUENCY: Rare
 

NO. APPEARING: 20-200
 

ARMOR CLASS: 7

MOVE: 12"

HIT DICE: 3 hit points

% IN LAIR: 50%

TREASURE TYPE: B

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-2

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Neutral

SIZE: S (6" wide, excluding wings)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

These normally timid creatures reside within caves or underground places were there are pools or flows of water. They subsist on the moulds, fungi and various invertebrates that live in such places, but sometimes actively prey on larger creatures (see below).
 
They will normally avoid contact with adventuring parties, but noise and the presence of light sources (such as torches and the like) will cause them to gather in the air and fly around in a confused manner. This in turn will mean that there is a 2 in 6 chance (on 1d6) per round that one or more of them will collide with individuals within a party and their tentacles will instinctively grab onto whatever surface it has flown into. Should any attached Flocktopus be struck rather than brushed away, it will fasten itself to whatever it has hit and let out a peculiar high-pitched squeak, and cannot be removed unless killed or wrenched free by someone possessing a Strength of 15 or greater. This squeak will immediately attract 1d3 other Flocktopi per round, who will also fasten themselves to the target and the creatures will begin to bite at anything to which they have become attached. They possesses small beaks which are quite capable of piercing cloth, leather, wood, metal and flesh and using them requires no attack roll once they are attached. Unless killed or pulled free, only a large fire or very bright light source will cause them to retreat en masse.

There is a 20% chance that when a group of Flocktopi are encountered they are seeking out larger creatures (animals, monsters, humans and demi-humans) in order to propagate their species, and may even travel some distance from their lair in order to do so (albeit only at night). They will attack by actively swarming over their chosen target, and can only be dealt with in the manner described above. There is a 20% chance during such a massed attack that one Flocktopus bite will pass a tiny spore into the body of their prey, unless a Saving Throw versus Poison is made. This wound will immediately become swollen and sore. Should the Saving Throw throw fail, in 1-3 days days the victim will become gradually weaker and unable to perform any sort of task other than walking. Their head will begin to swell and take on a pale greenish colour, and over the course of one week their facial features will become distorted. The mouth and nose will begin to sprout tentacle-like extrusions and the eyes will bulge grotesquely. The victim will then die but still be capable of movement, and will make their way to the nearest Flocktopus lair. Their final act will be to throw themselves into the pool or water source about which the Flocktopus live, at which point the head will detach from the body and a fully-formed Flocktopus will emerge. Only Cure Serious Wounds can stop this process, but it must be cast within one day of the initial bite.

The treasure found within Flocktopus lairs are from the remains of such victims.

Description: Flocktopi are pale green in colour, with numerous pale yellow spots. Their eyes are bright purple or pink, edged with gold. In flight they appear somewhat ungainly. When resting, they hang from the ceiling of their lair by their tentacles.

Saturday, 6 May 2023

Carnyx...!

Inspired by an Iron Age war trumpet, here is the...

CARNYX

FREQUENCY: Rare
 

NO. APPEARING: 2-4
 

ARMOR CLASS: 5

MOVE: 14"

HIT DICE: 4

% IN LAIR: 15%

TREASURE TYPE: Nil

NO. OF ATTACKS: 2

DAMAGE/ATTACK: 1-8, 1-6

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Neutral

SIZE: L (12' long)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Carnyx are large serpent-like hunters that favour open grassland or lightly wooded areas. They are fearless and readily prey on creatures larger than themselves, including elephants and the like. They are also very territorial and will attack adventuring parties should they come close to an area the Carnyx has defined as its own, usually centred around an outcrop of rock, a large tree or some other distinct spot within the landscape. Their well-camouflaged lair will also be secreted somewhere with this territory and the Carnyx will defend it to the death. Although it may appear that they live in small bands of 2-4 individuals, they actually reside within a widely spaced group of 10-20 that will act co-operatively to face threats or to hunt herds of other animals should the need arise.
 
In combat these creatures will use their bite (for 1-8 points of damage) or lash out with their tail (for 1-6 points of damage). Against larger prey, including adventuring parties, they may choose to utter an extremely loud piercing howl. Individuals failing to make a saving throw at -2 will be subject to one of the following effects (rolled on a d100):
 
01-25: stunned for 1d3 rounds but with some mobility; all attacks at -2 and unable to speak.
26-50: stunned for 1d3 rounds but with some mobility; all attacks at -5, spell-casting time doubled.
51-75: drop all objects held in hands, fall to the ground and unconscious for 1d3 rounds.
76-00: drop all objects held in hands and flee in opposite direction for 1d3 rounds at full movement rate.
 
These effects will be focused on an area 2" wide and 8" long in whichever direction the Carnyx is facing. It may only utter this howl once every 3 rounds but each use has a 20% chance of attracting a further pair of Carnyx, who will arrive in 2-8 rounds.

Description: Carnyx have long sinewy bodies with yellowish bellies and rough skin mottled with various shades of green, dark yellow and brown. Their brownish-red heads are long with a pig-like snout. Their mouths are a vivid magenta and their eyes are yellow edged with red. Patches of blue-black bristles run from the top of their head and along their spine. The most remarkable feature of the Carnyx is a pair of large leaf-shaped objects projecting from their heads which have an appearance similar to burnished brass.

Carnyx eggs resemble rocks and could easily be mistaken as such. Normally found in clutches of two to three, they are prized because the young can be reared and used during sieges (wild adults are untameable). Because of this, a single egg is worth 1-2000 gold pieces.