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.