Time to get back in the ol' blog saddle and get back to designing some monsters.
I have a general propensity to think that many of the monsters in 1E AD&D are... well.. weird. I thought that when first introduced to the RPG and I still think it now. One of the stranger species in the Monster Manual is the Ochre Jelly. If I remember correctly, Gary Gygax said that jellies were the result of life springing up from drains, down which various exotic ingredients had been discarded after magical experiments.
Anyway, a few years ago I ran a homebrew 1E AD&D dungeon crawl and designed a new type of jelly (and subsequent posts will feature some others):I have a general propensity to think that many of the monsters in 1E AD&D are... well.. weird. I thought that when first introduced to the RPG and I still think it now. One of the stranger species in the Monster Manual is the Ochre Jelly. If I remember correctly, Gary Gygax said that jellies were the result of life springing up from drains, down which various exotic ingredients had been discarded after magical experiments.
STAR JELLY
FREQUENCY: Uncommon
NO. APPEARING: 1-2
ARMOR CLASS: 8
MOVE: 6"
HIT DICE: 4-6
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 4-8
SPECIAL ATTACKS: None
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: L (10 – 15 feet wide, 3-4 feet high)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
Star jellies resemble a huge starfish and exist in a wide variety of colours. This gelatinous mass is usually found in cold, dark, damp places such as caves but will venture into dungeons in search of food. Unlike the ochre jelly, star jellies lack the ability to flow through small spaces and cannot move along ceilings. However, they are a much faster opponent, propelling themselves along with a multitude of feelers beneath each limb.
These creatures are particularly attracted to metals of all kinds, seeking out mineral veins in caves but preferring the refined steels, irons, and precious metals common to adventuring parties. They will attempt to engulf any target and use powerful acids to consume metal and flesh alike (4-8 hit points per round of exposure).
Should any jelly lose 50% of it’s hit points, one or more of it’s afflicted limbs will dissolve into an acidic gas and the jelly will attempt to escape. Anyone within 10 feet of the creature must make a Saving Throw or receive 1-6 points of damage. Wounded jellies can regrow a single limb in 1-4 days. Similarly, upon death the jelly will dissolve into a larger cloud and anyone within 10 feet must make a Saving Throw or receive 1-8 points of damage. Any form of metal exposed to this gas will tarnish and become discolored.
These creatures are particularly attracted to metals of all kinds, seeking out mineral veins in caves but preferring the refined steels, irons, and precious metals common to adventuring parties. They will attempt to engulf any target and use powerful acids to consume metal and flesh alike (4-8 hit points per round of exposure).
Should any jelly lose 50% of it’s hit points, one or more of it’s afflicted limbs will dissolve into an acidic gas and the jelly will attempt to escape. Anyone within 10 feet of the creature must make a Saving Throw or receive 1-6 points of damage. Wounded jellies can regrow a single limb in 1-4 days. Similarly, upon death the jelly will dissolve into a larger cloud and anyone within 10 feet must make a Saving Throw or receive 1-8 points of damage. Any form of metal exposed to this gas will tarnish and become discolored.
Star jellies are immune to cold attacks but fire-based attacks have a normal effect. Striking the creature with lightning bolts causes it to split into seperate limbs, each with 2 hit dice but with all movement, attacks and defenses remaining the same as a complete jelly.