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.