Showing posts with label RPGs. Show all posts
Showing posts with label RPGs. Show all posts

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, 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.

Saturday, 2 September 2023

Golden Shrieker...

This week's monster is once again inspired by imagery for the very amusing Weird Medieval Guys Twitter account. I've included the picture that created this idea at the end of this post.

GOLDEN SHRIEKER

FREQUENCY: Rare
 

NO. APPEARING: 2-6
 

ARMOR CLASS: 4/6

MOVE: 12"/18"

HIT DICE: 5

% IN LAIR: Nil

TREASURE TYPE: M (x2)

NO. OF ATTACKS: 6 (in complete form)

DAMAGE/ATTACK: 1-6, 1-6, 1-6, 1-6, 1-8, 1-8

SPECIAL ATTACKS: Shriek

SPECIAL DEFENSES: Splitting, paralysation

MAGIC RESISTANCE: Standard

INTELLIGENCE: Semi-

ALIGNMENT: Neutral

SIZE: L  (7' tall in complete form)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Golden Shriekers are monsters consisting of two creatures living in a symbiotic relationship. They are most commonly encountered in underground places, but might also be found residing within ruins and similarly lonely places. It can utter a terrible shriek which acts as if it were a Fear spell cast by a 3rd level Magic-User, but may only use this form of attack once per day. It will also use the claws on its hands and feet (inflicting 1-6 points of damage) and teeth (inflicting 1-8 points of damage per mouth) against its chosen victim. Any individuals carrying gold items will become the main focus of their onslaught, with those possessing the most gold attracting the most attention. The flesh of any victims of the Shrieker will be consumed by its head, whilst any gold items will be greedily consumed by the mouth within the lower part of the creature's body.

Should the Shrieker lose 75% of its hit points, it may choose to split into two parts. The head will detach itself from the body and use its wings to continue fighting individually or attempt escape by flying away, and possesses 50% of the remaining hit points. However, in this form it will also use a 4 foot long whip-like 'tail' which will paralyse any opponents struck by it that fail to save vs paralysation. The other part of the body may chose to fight or flee, and possesses the other 50% of the remaining hit points. When whole, the Shrieker has an armor class of 4, but when separate each part has an armor class of 6. The treasure the creature possess will be found within the gullet of its lower half, although it will be reduced to misshapen lumps.
 
Description: These creatures have long scaly limbs and patterned bat-like wings extending from a large round head which is covered with thick black bristles. This and the body also possess their own set of large glassy eyes and a wide mouth full of sharp teeth. Both mouths and eyes are a vivid blood red. The body of the Shrieker is a dull gold colour but after feasting this takes on the appearance of being brightly polished.
 

Saturday, 26 August 2023

Shrooms...! (Part Three)

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

LIAR'S CAP

FREQUENCY: Uncommon
 

NO. APPEARING: 4-16
 

ARMOR CLASS: 7

MOVE: 4/12"

HIT DICE: 1

% IN LAIR: 5%

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

Liar's Caps are a motile species of fungus-like creature that also possesses the power of flight. They are usually encountered in mountainous places or within the roofs of large caves, and are considered both a blessing and a curse by dwarves and gnomes. These creatures are adept at locating seams bearing precious metals which they readily consume, and their presence usually denotes that such metals are nearby. 

However, they much prefer to feed upon both living flesh and refined metals of any kind, and because of this they will not hesitate to attack parties of adventurers. The creatures can sense the heat generated by torches and living creatures out to a distance of 100' and possess the ability to hide in shadows and move silently as if they were an 8th level thief. They lure the unwary and avaricious by excreting pellets that strongly resemble nuggets of gold and scatter them below the places where they wait in ambush. They then attack by either dropping down on their victims or by flying at them from wherever they are hiding.

When attacking, they use a powerful acid which inflicts 1-6 points of damage to any exposed flesh. This acid will also consume wood, leather and cloth in 2 melee rounds, chainmail in 3 melee rounds, plate mail in 5, and  precious metals at a rate equivalent to 5 gold pieces per melee round. Any Liar's Cap that consumes more than the equivalent of 15 gold pieces will quickly seek to escape by flying away, albeit at half their normal flying speed. Fortunately, their acid seems to have no effect on metallic magical items. The remains of any victims will be quickly consumed (8-24 melee rounds).

Should a lair be found - usually deep within a cave system - this will be a large (3' tall) individual that is bright yellow in colour, defended by 4-16 Liar's Caps. It has but one stalk and this will contain nuggets of gold, silver and electrum equivalent to 5d10 x 20 gold pieces in value. It has no means of attack in the normal sense, but should it be cut or struck with any non-magical weapons or items it will explode in a cloud of acid. This will inflict 3-30 points of damage to anyone within 10' and completely dissolve the stalk's contents.

Description: Liar's Caps resemble large mushrooms whose stalks are tentacle-like tendrils that are dark grey on the outside and yellow-orange on the inside. Numerous small claw-like objects are situated at the tip of each tendril and these exert a powerful grip. The cap itself is also a dark grey but with a slight golden or silvery tint. When moving they appear quite ungainly but in flight these creatures are much more agile and move with a spinning, undulating motion. 

Saturday, 12 August 2023

Hundredhands...!

After taking a much needed holiday, my next monster is the...

HUNDREDHANDS


FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 5 (2 for 'harpoon')
MOVE: 20"
HIT DICE: 4
% IN LAIR: 0%
TREASURE TYPE:  Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: Grapple
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 30%
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (8' tall)
PSIONIC ABILITY: Nil
                Attack/Defense Modes: Nil
 
A strange mixture of jelly-like flesh and bony carapace, the Hundredhands is so named because of the mass of tendrils it possesses, each of which ends in a hand-like pseudo-pod. These creatures seem to prefer dark damp places and thus may take up residence in dungeons and similar locations. Skittish and nimble, they usually avoid contact with other living creatures and it is thought that they subsist on a diet of carrion and rotting vegetable matter. However, they also have a taste for the flesh of dwarves and gnomes and thus adventuring parties might find themselves being attacked.
 
In combat, Hundredhands strike with tentacle that ends in a harpoon-like talon, out to a range of 12' and inflicting 2-12 points of damage. The creature may also choose to subdue a target by rushing forwards and engulfing them with its tendrils and 'hands'. Any victim thus attacked has a 25% chance of being entangled and will be unable to move unless they or anyone within reach possesses a Strength of 15 or more. The victim will suffer from crushing and asphyxiation, losing 2 hit points per round unless they are freed. Even killing the creature itself will not relinquish this hold, although the Hundredhands will not be able to attack any creature larger than 4' tall in this manner. The tendrils and body of the Hundredhands has an AC of 5 while the tentacle and its talon has an AC of 2.
 
The four large eye-like protuberances that surround the girth of its body seem to have no readily discernible purpose, as the creature is unaffected by their loss and is able to grow a new one after some time. It is thought that they might have some function that the monster no longer possesses or is dormant, or are simply a means by which they might scare away more stupid opponents. Certain folklore states that the eyes were once able to project magical forces, given that the Hundredhands themselves are quite resistant to magic, and that they are perhaps the descendants of some very ancient race that once possessed such powers.
 
Description: Hundredhands have carapaces that are a bright red and this colour extends to their tentacle and harpoon. Their eyes are bright azure blue with black pupils. Their numerous tendrils appear jelly-like but are not easily cut or broken - the 'hands' are transparent and the greater part of each tendril is a pale translucent green.

Saturday, 15 July 2023

Vulturebears (Part Two)...!

Further to my previous post describing the Cave Vulturebear, here is the...
 
SPINED VULTUREBEAR

 
 
FREQUENCY: Rare
NO. APPEARING: 2-4
ARMOR CLASS: 5
MOVE: 12"
HIT DICE: 6
% IN LAIR: 0%
TREASURE TYPE:  Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8, 1-8, 2-20
SPECIAL ATTACKS: None
SPECIAL DEFENSES: Spines
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (8' tall)
PSIONIC ABILITY: Nil
                Attack/Defense Modes: Nil
 
Of all the different species of Vulturebear, the Spined variety is considered to be the most ill-tempered and truculent. This may be because of the many spines that extend from their fur, which are thought to be the result of some sort of parasite or aberration within their bodies. They are the largest examples of their kind and are usually encountered in wild open spaces such as grasslands or savannah.

Their diet consists primarily of carrion but they will usually assail adventuring parties out of sheer aggressiveness and have no fear of mundane or magical attacks nor of fire or electricity. They attack with their claws and powerful beak. Any creature struck by them has a 2 in 6 chance (on one six-sided die) of receiving splinters from the monster's numerous spines, which shatter quite easily. If a saving throw vs poison is failed, these splinters immediately cause an overpowering irritation to any exposed skin and those affected will be forced to retreat at their full movement rate for one round. Any subsequent actions made by them are made with a -3 disadvantage unless Cure Light Wounds is cast upon them. These splinters will remain embedded in clothing and must be carefully removed unless they expose anyone to further irritation. Untreated skin that has been exposed to the splinters will absorb them in a few hours, after which the victim will, over the course of a subsequent day, become manically aggressive and extremely ill-tempered. After another day, they will begin to scratch and tear at the own skin and will be completely unable to do anything else, losing 2 hit points per day unless a Cure Serious Wounds is cast upon them.

Description: Spined Vulturebears have blackish-grey fur which has the appearance of being dry and desiccated. The spines are pale yellow-white and are thickest around their paws and feet. Their beaks and claws are black edged with yellowish grey and their eyes are bright red with black pupils. The skin on their heads is a pale orange-pink with deep wrinkles and numerous needle-like spines. They seem to possess no form of lair and no-one has ever seen examples of their young. When resting, these creatures constantly scratch at their spines whilst muttering irritated squawks.


Saturday, 24 June 2023

Ghost Frog...!

GHOST FROG

FREQUENCY: Rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 5

MOVE: 4"

HIT DICE: 5

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 3

DAMAGE/ATTACK: 1-3, 2-8, 2-8

SPECIAL ATTACKS: Paralysation

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Neutral

SIZE: M

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Ghost Frogs are the animated remains of large amphibians, controlled by what is thought to be the larval stage of some other creature. It is not known what that creature might be nor why it chooses giant frogs to transport itself from place to place, although numerous theories and folklore have attempted to explain it. It may use the frog's carcass to travel to some location where it then transforms into its adult form, but no-one has witnessed this event. They are only encountered in underground places, sometimes far from any water sources and it is a mystery as to how the frogs are slain before becoming the creature's method of transport.
 
Ghost Frogs will not readily engage in combat and usually will only defend itself if attacked. It instead seems content with keeping potential enemies at bay by 'sweating' large greasy blobs of an ichor whose smell is so terrible that any creature with 20' of it must save vs Poison or be overcome with extreme nausea and be forced to retreat at their full movement rate. It will only actively initiate combat if its path to wherever it is travelling to is blocked. It may chose to attack, albeit without much force, with one of the frog's forelegs (inflicting 1-3 points of damage). Otherwise it will attack with one of the long, spider-like arms that project from the frog's mouth (inflicting 2-8 points of damage). Should an attack with one of these arms be critical (by rolling a 20 on one d20), it will also cause its target to become paralysed (no saving throw). The victim of this paralysation can only be resuscitated by a Cure Major Wounds spell and even then their movement rate is halved, with all attacks and saving throws at -3. These effects last but one day. Otherwise the victim can do nothing, and all bodily functions apart from breathing are suspended.
 
Successful strikes against a Ghost Frog run the risk (1-2 on 1d6, per hit) of causing its skin to burst and release more of the ichor mentioned above, with the same effect. Lightning or fire-based attacks will result in the ichor being boiled away and transforming into a noisome gas. This gas also causes the effects mentioned above, but saving throws to counter it are made with a -2 penalty. Cold-based attacks will cause the Ghost Frog to rapidly disengage from combat and move backwards at its full movement rate.   

Description: Ghost Frogs are examples of larger Giant Frogs. The creature walks with an odd twitching gait, and in both darkness and irfravision it emits a pale greenish glow. The frog's body is much reduced in overall volume and thus appears emaciated and bony. The frog's skin has patches of dark green or purple opaqueness but is mostly semi-transparent and a sickly yellow-white. A variety of horrid-looking fluids can be seen bubbling and coursing beneath these areas. Its eyes have completely rotted away and its mouth is permanently agape.  Four long blackish-brown and bristle-covered arms, much resembling spider legs, extend from the mouth. Some vague impression of a dark mass may sometimes be seen with the belly of the frog. Should a Ghost Frog be killed and eviscerated, this mass will reveal itself to be an oddly distorted fibrous blue-black blob covered in nodules resembling eyes and with numerous tendrils extending into the remains of the giant frog. The arms join to one part of this mass. Once dead, the remains of both the frog and the creature within it will quickly dissolve in 4-12 turns.

Saturday, 17 June 2023

Thorn Fiend...!

THORN FIEND

FREQUENCY: Uncommon
 

NO. APPEARING: 3-12
 

ARMOR CLASS: 5

MOVE: 8"

HIT DICE: 4

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 3

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

SPECIAL ATTACKS: Smash

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: M

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Thorn Fiends are a weird amalgam of plant, fungus and crustacean. They are most commonly found in dense woodland and forests, although there are several species which reside within swamps, jungles and rainforests. During the day and night they are usually dormant but are active in the twilight hours or just before dawn. They hunt in packs and seem to have some way of silently communicating with each other at a distance, choosing locations where they can wait and attack at once from several different directions. Thorn Fiends are adept at hiding in dense undergrowth, although dogs may (on a roll of 1 on 1d6) be alerted to their presence.
 
When attacking, Thorn Fiends lash out with thorn-covered tendrils which can extend to a distance of 20 feet. They may then attempt to drag their victim towards them and then smash at them with their thorn-covered heads, inflicting 2-12 points of damage per round. The chance of a character breaking free of the tendrils is the same as that for opening doors, but even then it will require two rounds before they have untangled themselves completely. The remains of any victims will fall amongst the creature's root-like 'feet' and be reduced to nothing but bones and clothing/armour in 1-3 hours.

Thorn Fiends are quite resistant to attacks by fire, which only inflict half damage upon them. Likewise, edged weapons have all damage rolls reduced by 2 points. Blunt weapons and cold attacks affect them normally. Electrical attacks will cause them to explode and anyone within 20' will sustain 2-12 points of damage. Should any of their tendrils be removed, they can grow a replacement in 3 rounds.

Description: These creatures resemble a tree trunk surmounted by a roundish 'head', both of which are festooned with numerous thorns that jut out in every direction. They move around by using both their tendrils and their 'feet'. Their bodies and tendrils are blackish-brown and are covered with lichens and mosses, which helps in some way to camouflage them.  

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. 

Saturday, 18 February 2023

Fire-Tailed Drake

This week's monster was inspired by imagery for the very amusing Weird Medieval Guys Twitter account. I've included the picture that created this idea at the end of this post:

FIRE-TAILED DRAKE

FREQUENCY: Very Rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 3

MOVE: 15"

HIT DICE: 5

% IN LAIR: 10%

TREASURE TYPE: T, V

NO. OF ATTACKS: 3

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

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: None

MAGIC RESISTANCE: 50%

INTELLIGENCE: Average

ALIGNMENT: Chaotic Neutral

SIZE: L  (8' tall)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Fire-tailed Drakes are reclusive creatures who prefer to hunt at night in woodland. Despite their name, they are not dragons but do have some features that resemble them, especially their reptile-like skin and claws. Always encountered singly, it is not known how they reproduce and any lair encountered will be high within the trunk of an old rotting tree. They are very agile creatures, being able to jump up to 15 feet in one bound, and are adept at climbing.
 
In combat, they can attack with their bite (2-8 points of damage), the claws on their front or rear feet (2-12 points of damage) or lash out with their sharply-barbed tail (2-12 points of damage). They may also choose to attack with a magical flame that issues from their tail, and those struck by it will suffer 3-24 points of damage per round unless a saving throw vs wands is made. These flames will die out after 3 rounds and can only be extinguished by magical means (i.e. by casting Quench Fire).
 
Fire-tailed Drakes seem to be particularly interested in magical items and those individuals possessing the ability to cast spells. They have an odd habit of collecting their heads of such foes and their lairs will also contain the magical items that they once owned in life. 
 
If the creature is killed, its body will be immediately and wholly consumed by magical flames and anyone within 10' must save vs wands or receive 1-8 points of damage. However, its tail possesses one quarter of its hit points and, should any attacker successfully sever it, the remains of the creature will remain intact at death. Its claws may then be used in a similar way to flints for the purposes of creating fire. Should three of the numerous talon-like spines from its back be placed within a glass vessel or lantern and shaken, they will glow and provide light equivalent to a torch for one hour until agitated again.

The endmost part of its tail is a coral-like material that is brilliant white in colour. It will weigh 2d6 pounds and is highly prized in the manufacture of magical items that either protect from or emit flames. A pound of this material is worth 500 gold pieces.
 
Description: Fire-tailed Drakes are long-limbed and have dog-like faces with prominent and oddly curved ears. They see equally well by day and by night and have excellent hearing. Their bodies are pinkish yellow with distinct areas of russet red. Their claws are blue-black while their spines are a vivid blue-white.
 


Saturday, 21 January 2023

Ironbeak...!

IRONBEAK

FREQUENCY: Rare
 

NO. APPEARING: 1-2
 

ARMOR CLASS: 4 (tail 6)

MOVE: 18"

HIT DICE: 4

% IN LAIR: 15%

TREASURE TYPE: E

NO. OF ATTACKS: 2

DAMAGE/ATTACK: 1-10, 1-10

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

Ironbeaks are such an ungainly mix of shapes and forms that some believe them to be the result of a magical experiment gone awry. They live in mountainous areas and subsist on minerals that they leach from the rock itself, and their presence is usually an indication that iron ore can be found nearby. They can prove to be a danger to adventuring parties because of their predilection for refined metals, especially steel.

When attacking they will always focus on the most heavily armed or armoured opponent first. It can attack with its beak, which inflicts 1-10 points of damage, or grapple with its numerous tentacles. Each of these delivers a paralysing attack, and its victim must save vs paralysation or become immobile. Otherwise they may attempt to roll below their Strength in order to break free. The tentacles then secrete a powerful acid which instantly reduces metals to so many dessicated flakes. Fumbled attacks against the creature from its front quarter mean that any weapon has become entangled within these tentacles and any metal component will similarly be reduced to nothing. Magical weapons and armour are somewhat more resilient to the acid and have a 10% chance for each plus they possess of surviving intact, i.e. a +2 sword has a 20% chance of remaining intact. However, this must be rolled for every round that they are exposed to the acid. The acid also affects weapons and objects made from stone or minerals (including precious stones and minerals, except diamond), completely consuming them in two rounds.  The rearmost part of the creature is less resilient than its forequarter but does end in a sharp, curved talon that can inflict 1-10 points of damage.
 
Should the Ironbeak be engaged in combat but then lose more than 75% of its hit points, it will attempt to fly away. If any victim is still within the grasp of its tentacles, it has a 20% chance per round of making a successful escape attempt whilst grasping its prey, but its attacks are reduced to 1 in that time. If its victim is not paralysed they must roll below their Strength score in order to break free, but are possibly at risk of injury from falling. The Ironbeak will fly to its lair and kill any victim on the wing.

Ironbeaks will usually be encountered singularly, but should two of them be present it will be a mating pair. The creatures lair will be a rocky nest atop some high point and any treasure found there will be what remains of their victim's possessions. If a mating pair is encountered in their lair, they will be accompanied by 1-3 young who, whilst not possessing tentacles, can still deliver 1-3 points of damage with their beak or talon. Each possesses 3 hit points.

Description: Ironbeaks possess coarse fur that is reddish-mauve in colour. Their tentacles are a sickly yellow-white and their large globular compound eyes are green edged with orange. The rearmost part of their bodies is yellowish-brown, mottled with patches of deep crimson. Their insect-like limbs and wings are dark greenish-black. Their beak and talon is a blackish blue edged with a raw copper-like colour. Both are very resilient and are composed of the metals and minerals on which the creature feasts. If removed, the beak weighs 50lb, the talon 10lb and, should a specialist artificer be found and hired, they can be used to make +2 weapons or armour.  

Saturday, 14 January 2023

Beetle Stag...!

 BEETLE STAG

FREQUENCY: Uncommon
 

NO. APPEARING: 4-16
 

ARMOR CLASS: 4

MOVE: 18"

HIT DICE: 2

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 4

DAMAGE/ATTACK: 1-10, 1-6, 1-6, 1-3

SPECIAL ATTACKS: Nil

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: M  (4' tall, excluding antlers)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Beetle Stags are insectoid creatures somewhat similar in outline to small stags, with both male, female and young sharing this resemblance. They prefer to live in woodland but will sometimes stray into cultivated areas, especially orchards and groves, and thus are considered to be pests. The fact that they are generally not fearful and aggressively defend themselves means that they can prove to be a quite capable opponent. Although their eyesight is not particularly acute, their feet and antlers are very capable of detecting movement at a distance. They are greatly fearful of large fires and will immediately flee from any they encounter.
 
Despite their diet of wood, bark, plants, fruits and nuts they are not averse to consuming flesh if the situation presents itself. Usually this means that they will eat carrion but they will also readily attack dwarves, gnomes or halflings if they outnumber their quarry. In combat, they can strike out with their forelimbs or their antlers for 1-6 points of damage. Their large pincers inflict 1-10 points of damage and if the creature inflicts more than 5 damage in a single attack when using them, its victim will be trapped in their grip unless they make a successful roll below their Strength in order to break free. Otherwise, the creatures extendable mouth parts will inflict 1-3 points of damage per round (no attack roll required) until its target dies or escapes. The long thin spines that cover the front of the Beetle Stag can cause irritation to any exposed skin that comes into contact with them. This will cause painful sores that inflict 1 point of damage per day unless a successful saving throw vs poison is made. A Cure Light Wounds spell will also negate their effect.
 
Should more than 12 Beetle Stags be met in a single encounter, one individual creature will be larger than the others (6' tall, excluding antlers) and have 3 hit dice.  Aside from its normal attacks it also possesses the ability to fire an electrical charge from its antlers, striking as a Lightning Bolt cast by a 3rd level Magic User. However, this can only be used every other round.

If 14 or more creatures are encountered, there is a 20% chance that one individual is a Golden Beetle Stag. Its antlers are highly prized in the construction of magical composite bows and each branch is worth 2000 gold pieces.
 
Beetle Stags do not have a larval form but are born as eggs from which small fully-formed young emerge when hatched, although in this state they possess only one hit point.

Description: Beetle Stags are usually iridescent shades of dark blue, green or purple. Their antlers, pincers and feet are amber red whilst their hair-like spines are orange-brown. Golden Beetle Stags are a rich pearlescent golden yellow in colour, although their antlers are pale blue.