Showing posts with label creature design. Show all posts
Showing posts with label creature design. 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, 4 May 2024

Scroll Dragon...!

SCROLL DRAGON

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

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

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

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

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

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

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

Saturday, 11 November 2023

Frost Snail...!

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

FROST SNAIL


FREQUENCY: Very rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 4

MOVE: 4"

HIT DICE: 6-8

% IN LAIR: Nil

TREASURE TYPE: Nil

NO. OF ATTACKS: 1 per tentacle

DAMAGE/ATTACK: See below

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: None

MAGIC RESISTANCE: Standard

INTELLIGENCE: Low

ALIGNMENT: Neutral

SIZE: L

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

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

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

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

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

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

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

Saturday, 4 November 2023

Shark Eater...!

After a bit of hiatus, this week's monster is once again inspired by imagery from the very amusing Weird Medieval Guys. I've included the picture that created this idea at the end of this post. 

SHARK EATER

FREQUENCY: Rare
 

NO. APPEARING: 2-6
 

ARMOR CLASS: 5

MOVE: 10"/26"

HIT DICE: 5

% IN LAIR: Nil

TREASURE TYPE: None

NO. OF ATTACKS: 4

DAMAGE/ATTACK: 2-12, 2-12, 2-8, 2-6

SPECIAL ATTACKS: None

SPECIAL DEFENSES: Vomit

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Neutral

SIZE: L  (6' tall, 12' long, excluding arms)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Shark Eaters (a name derived from the Elvish word for these creatures, Taw'rsiar) are large predators that are usually found in the oceans. However, as they are able to live for some time out of the water, they might also be encountered on coastlines or on island shores. They resemble sharks with other more fish-like physical features but greatly differ from both because they possess a pair of large powerful arms with wide taloned hands.

Although they usually prey on other large sea creatures, they are not averse to attacking ships in order to consume their crews and any living cargo. To do so, they use either their arms to climb aboard or their wide, tooth-filled mouths to chew their way through the hull. As they are powerful swimmers, they may simply approach a ship at high speed and then leap aboard. In this manner they are quite capable of destroying the sail or masts of smaller vessels. They can then move around by using their arms in combination with the powerful action of their tail.

When attacking, they usually smash or lash out with their arms (which have a reach of 8 feet), inflicting 2-12 points of damage. They may also use their hands to punch or maim for 2-12 points of damage. It may also defend its rear quarter by lashing out with its tail, inflicting 2-6 points of damage.
 
Although they usually do not attack with their mouths, should a victim be within 3 feet of the creature it may bite and inflict 2-8 points of damage. If the target is smaller than human-sized and receives 6 or more damage in a single attack, it will be swallowed and has 6 melee rounds to free itself. If it cuts its way out (reduces the Shark Eater to 0 hit points) within this time it will not be dead. Each attack from inside is at a cumulative -1 per round with regard to damage; thus attacks on the 1st round cause damage -1, those on the 2nd cause damage -2, etc.

If this creature is in combat but is reduced to two or less hit points, it may chose to vomit forth a noisome substance, the contents of its gullet, out to a range of 1" and across an area up to 1" wide. Although not particularly corrosive, this substance will create a burning sensation on any exposed flesh for 2-8 rounds and, combined with the powerful stench, will reduce all attacks and initiative rolls by the victim by 1. In this time the Shark Eater will try to make good its escape, if possible.
 
Shark Eaters have occasionally been captured by the crews of pirate ships and used as part of their boarding attacks. Adult creatures captured in the wild are impossible to use in this manner but younger examples (initially possessing 3 hit dice) are more pliable. As they possess an intelligence similar to a dog they can be thus raised and trained so that, as adults, they become a formidable asset. However, Shark Eaters kept in this manner must be caged, their skin regularly doused with water and, as they are voracious eaters, they require a not inconsiderable amount of food daily. Even when kept half-starved, they still require 20-30 pounds of fresh food per day. Because of this, only the more larger and capable pirate crews can afford to keep these creatures. There is a limited trade in Shark Eaters, with trained adult examples worth up to 5,000 gps.  
 
Description: Shark Eaters are usually grey-green in colour, with grey being the predominant colour on the uppermost part of their bodies. Flecks or streaks of white are randomly spotted across their bodies. Their scales are generally small and smooth, although those along their arms and hands are larger are more pronounced. Their eyes resemble those of sharks but are much smaller, with larger yellowish whites. The interior of their mouths are blueish-white while their teeth (of which they have a great many) are blood red fading to white at the roots. 
 

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, 10 June 2023

Stone Spitter...!

This is another post inspired by one of the creatures from the Weird Medieval Guys twitter feed. I've included the original illustration at the end of this post.

STONE SPITTER

FREQUENCY: Rare
 

NO. APPEARING: 2-4
 

ARMOR CLASS: 5/7

MOVE: 9"/20"

HIT DICE: 3

% IN LAIR: 20%

TREASURE TYPE: B

NO. OF ATTACKS: 3

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

SPECIAL ATTACKS: Stones

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Neutral

SIZE: M

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Stone Spitters (sometimes also known as Archer or Sling Birds) are large wading avians who live at the edges of rivers, swamps and similar watery places. They will always be encountered as a mating pair, possibly with one or two young. Each pair will patrol a territory that covers several square miles around their lair, which will either be hidden with reeds or in a suitably large tree not far from the water's edge. If encountered in flight, they will be travelling in search of a new patch of territory.
 
They are normally quite shy creatures unless an incursion into their territory approaches their lair, in which case they will attack without hesitation. In melee they may chose to lash out with their powerfully taloned feet (inflicting 1-6 points of damage) or stab with their long pointed beaks (inflicting 1-8 points of damage). Alternatively, it may choose to fire stones at an opponent, launching them from its beak. When doing so, it inflates the bellows-like part of its breast while regurgitating stones from its gizzard to its crop. Air forced through the beak by the bellows is then used to launch these stones at high speed at one or more opponents, out to a range of 30 feet (60 feet if the creature is airborne). These stones inflict damage as if they were sling bullets, and the bird may focus up to five of these per round at one target (requiring only one attack roll) or spread them at multiple targets within a cone up to 20 feet wide (but making a separate attack roll for each). The Stone Spitter will have up to 60 stones within its body to use for this purpose. The stones may also be covered by noisome substances from within the creature's gizzard, and thus there is a 20% chance that any skin struck by one will become infected and inflict a further one hit point of damage per hour unless suitably treated (i.e. via first aid or Cure Light Wounds). The body of a Stone Spitter has an Armour Class of 7 but the tough scaly beak and head has an Armour Class of 5. Their young have 4 hit points and inflict 1-2, 1-2, and 1-4 points of damage respectively. They possess the ability to fire a single stone per round at opponents, inflicting 1-3 points of damage.
 
Stone Spitters have no interest in treasure and thus any found at their lair will be whatever remains of previous unsuccessful invaders of their territory that have not been washed downstream.

Description: Adult Stone Spitters are 6 feet tall with long black-grey legs. Their plumage is orange-brown along their neck and underbelly, and their wings are blue with white-blue undersides. Their eyes are bright red and when expanded their breast is a vivid mauve. Their head and beak are dark blue-black. Their young are 2 to 3 feet tall and mottled grey-blue all over.


  

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.