Saturday 16 July 2022

Vulturebears (Part One)...!

Inspired by a chance remark on a Discord forum, this is the first in a series that describes Vulturebears.

Thought to be a result of the same crazed experiments that created the Owlbear, these creatures exist in a wider variety of forms and can be found in a more varied set of environments. They possess beaks and claws but, unlike Owlbears, do not have the ability to crush their victims. All have a distinctive stooped stance and are very ill-tempered. Their pelts are mostly fur but also have patches of vestigial feathers. 

They usually only attack if their food, territory or young are threatened and will otherwise be wary of combat, preferring instead to make threatening displays. They possess ways of defending themselves if required so that they might extract themselves from harmful situations, and these methods vary from one particular species of Vulturebear to the next. As all species eat carrion, their bite carries disease and their beaks and claws will be encrusted with noisome substances.

CAVE VULTUREBEAR

 
FREQUENCY: Rare
NO. APPEARING: 2-6
ARMOR CLASS: 5
MOVE: 14"
HIT DICE: 4
% IN LAIR: 20%
TREASURE TYPE:  Z
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6, 1-6, 3-18
SPECIAL ATTACKS: Disease
SPECIAL DEFENSES: Hiss
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (6-8' tall)
PSIONIC ABILITY: Nil
                Attack/Defense Modes: Nil 
 
Cave Vulturebears are so named as they prefer to create lairs in caves and underground places, including dungeons and large tombs. They are adept at seeking out the remains of those recently entombed and seem to have a predilection for the treasure that sometimes accompanies them. They will also search dungeons and similar places for carrion.

They attack with their claws and beak. Any creature bitten has a 25% chance per wound inflicted of contracting a serious disease. If such an infection is indicated the victim is diseased unless a saving throw versus poison is successful. Should a Vulturebear lose more than 50% of its hit points, or if it is defending its young, it will make an odd hissing sound. Any creature within earshot must save versus magic or be confused for 2-8 melee rounds and the Vulturebear will then attempt to escape or make an attack, depending on the situation.

If encountered in their lair, there is a 25% chance that 1-4 eggs or 1-3 young will be found. The young have 1HD and their attacks inflict 1-3, 1-3, 1-8 points of damage respectively. They have no hiss as a defence although their bites can inflict serious disease. Their treasure will be a mass of items that the Vulturebears seem to collect in their lairs as part of their mating rituals. Unlike Owlbears, their eggs and young have little value on the open market.

Description: Cave Vulturebears are blackish brown. Their beaks and claws are black edged with blue and their eyes are black with bright golden pupils.The skin on their heads is a pale yellowish-white with deep wrinkles and numerous warts.

Saturday 9 July 2022

Jellies...! Part Seven

This weeks post is a twofer, although the latter creature might also be encountered on its own.

DRAGON JELLY

 

FREQUENCY: Very rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 4

MOVE: 8"/12"

HIT DICE: 5

% IN LAIR: 10%

TREASURE TYPE: S, T, U, V

NO. OF ATTACKS: 4

DAMAGE/ATTACK: See below

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Semi-

ALIGNMENT: Neutral Evil

SIZE: L (12 to 20' wingspan)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Dragon Jellies are so called because their general outline resembles a dragon and their 'wings' allow them to fly, although this ability is the result of magical power. These jellies dwell in cold, subterranean places, especially vaulted caves and similar locations, where they cling to their ceiling and wait for passing prey. They are particularly attracted to all things magical and when encountering adventuring parties they will single out Magic Users or those possessing magical items.

When attacking, the jelly prefers to keep some distance between itself and its intended victim(s) by staying airborne. It can propel itself at speed if needed, but can also hover in one place. It will release up to four globules per round, and these can take two forms. Both have a range of 6". One is an amber-coloured blob which explodes into a mass of tendrils that will quickly envelope the target, inflicting 3-12 points of damage per round unless a successful Strength check is made to break free. The other is a greenish blob which contains 3-30 Mite Jellies (see below). 

The jelly will also attempt to fly down and envelop any victim should they be incapacitated, injured, or are retreating. With a successful attack, it excretes fluids that inflict 3-12 points of damage per round. Should the jelly receive more than 10 points of damage when smothering, it will return to the air and resumes its attacks from a distance. However, the surface of its body swarms with Mite Jellies and 3-30 of these will now cover its victim.

The lairs of these creatures are always in a high place, and their treasure will be covered with a gluey substance that can only be removed with a great deal of effort. There is a 50% chance that Mite Jellies will also be encountered.

Description:  Dragon Jellies are a mass of tendrils and odd bulbous shapes carried aloft on misshapen wings. They have silvery-grey undersides and their upper surfaces are silvery and pearlescent, streaked with pale yellow. It is spattered with greenish blobs and smears containing Mite Jellies.

 

MITE JELLY  

FREQUENCY: Rare
 

NO. APPEARING: 3-30
 

ARMOR CLASS: 9

MOVE: 1"

HIT DICE: 1 Hit point

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 0

DAMAGE/ATTACK: Nil

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: S

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Mite jellies can often be mistaken for beads of a dilute greenish-yellow fluid or general dampness on walls, floors, and other surfaces. They are attracted by the body heat of living things, and will attempt to approach their victim in subtle ways i.e. by dripping from a ceiling, or being transferred by touch. They cannot penetrate metal or leather (unless they gain access via damaged areas) but easily seep through other forms of clothing. They will then secrete themselves in small clusters around the hosts body - in hair, behind ears, in armpits, etc - and will be difficult to detect unless specifically looked for. The host will become tired, thirsty and all movements will become sluggish. Victims who are close to death from the effect of Mite Jellies might be mistaken for zombies.

These creatures are parasitic, and will slowly incapacitate or kill their host unless removed (see below). If less than 10 mites are attached, the victim will have their movement rate and encumbrance halved after one day. For every 10 mites attached to a victim, they will drain 1 hit point per day. As they feed, their appearance changes and they will subsequently resemble tiny yellowish-white beads. Should a victim be completely drained of hit points, their remains will be consumed by the jellies, who will then spore a further 3-30 individuals who then search for suitable places to dwell. Mite Jellies are immune to fire and cold attacks - applying flames to them will inflict 1-6 points of damage to the victim. Cure Disease has no effect upon them. 

If discovered on walls, etc they can easily be destroyed. However, once attached to a victim they can only be removed in two ways. If salt is rubbed onto where they cluster, this kills them but leaves permanent disfiguring scars in the form of raw and swollen patches of skin. Unfortunately, Cure Light/Major Wounds has no effect upon these scars, although it will help the victim recover lost hit points. If the victim is completely immersed in salt water (i.e. sea water, brine, a salt bath), the mites are killed and leave no scars.


Saturday 25 June 2022

Spiders...! (Part One)

The first in a series about spiders...

WHIP SPIDERS


Whip Spider (Lesser)

FREQUENCY: Uncommon
 

NO. APPEARING: 1-8
 

ARMOR CLASS: 4

MOVE: 8"

HIT DICE: 4 +4

% IN LAIR: 30%

TREASURE TYPE: C

NO. OF ATTACKS: 3

DAMAGE/ATTACK: 1-12, 1-12, 1-12

SPECIAL ATTACKS: Paralyzation

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Neutral

SIZE: L (12' long, excluding forelegs)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Whip spiders are large mountain-dwelling creatures whose forelegs are some 20' long and very flexible. They use these to capture prey across passes and crevasses as well as for climbing steep rock faces. They see equally well in daylight or in complete darkness and sometimes hang by their rearmost legs from cave ceilings to wait for passing prey. Their colouration and the rough surface of their body makes them particularly difficult to see and this, combined with the long reach of their forelegs, means that they surprise on a roll of 1-3 (on a 6-sided die). The tip of each foreleg ends in a small claw that can inflict 1-12 points of damage, and those struck must save vs paralyzation or become completely immobilised. A victim may then be dragged towards the spider's fangs and drained of 1-12 hit points per turn. When not in use, the forelegs loop back over the creature's body.

These creatures do not spin webs, choosing instead to make lairs in deep caves and sometimes within dungeons and other subterranean places. If encountered in their lair, there is a 50% chance that 2-12 hatchlings will also be present. These have 1HD +4 but do not possess a paralysing attack from their 5' long forelegs. Their claw and bite attacks inflict 1-4 points of damage. 

 

Whip Spider (Greater)

FREQUENCY: Rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 2

MOVE: 6"

HIT DICE: 6

% IN LAIR: 75%

TREASURE TYPE: C

NO. OF ATTACKS: 7

DAMAGE/ATTACK: 2-20 (per foreleg), 3-18

SPECIAL ATTACKS: Paralyzation

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Neutral

SIZE: L (20' long, excluding forelegs)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

This rarer form of Whip Spider often chooses to reside within gullies, pits and similar locations. Each 30' long foreleg is made up of three long sections that can act independently, two of which are kept outside the creature's lair. In this manner they can detect the approach of prey and are particularly difficult to see, thus surprising on a roll of 1-4 (on a 6-sided die). When attacking, the spider will attempt to paralyze victims and those failing a saving throw will be dragged into its lair, where its fangs will drain 3-18 points of damage per turn. Each foreleg also inflicts 2-20 points of damage with every successful attack.

There is a 25% chance that the lair will also contain 1-3 Lesser Whip Spiders, as well as 1-6 2HD hatchlings. These possess four 10' long forelegs each capable of inflicting 1-8 points of damage, as well as possessing the ability to paralyze their victim. Their bite also inflicts 1-8 points of damage.   

Note: For both varieties of Whip Spider, any treasure will be found within the remains of previous victims. Also, the Dungeon Master may rule that an encounter with a Lesser or Greater Whip Spider might include one or more individuals in transit and carrying hatchlings upon their backs. However, such an encounter will provide no treasure.

Saturday 18 June 2022

Flame Snail...

It seems that not everyone is a fan of 1E AD&D's Fiend Folio. I kind of understand this, as initially upon first reading through it I wasn't sure how and why I could use the various monsters when so many have a frequency of Very Rare. Admittedly a fair few of the monsters are pretty left-field but, to be honest, that's what I find appealing about both the Fiend Folio and Monster Manual in general. I mean, why should any of the monsters in D&D make sense? Why can't there be Flumpfs?

Anyway, one of my favourite monsters from the Fiend Folio is the Flail Snail. To me, it ticks various boxes: it's a typically odd D&D monster, it has some interesting capabilities, and it just generally fits into the world of D&D in the sense that it seems to be something that's part-magical, part-mundane.

With that in mind, I thought I'd design a few other creatures inspired by it, the first being the...

FLAME SNAIL

FREQUENCY: Very rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 4

MOVE: 4"

HIT DICE: 4-6

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 1 per tentacle

DAMAGE/ATTACK: See below

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Low

ALIGNMENT: Neutral

SIZE: L

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Flame Snails appear to be a smaller (6' tall) relative of the Flail Snail but, instead of clubs, each of its tentacles ends in a fiery bulb. When attacking, each of these can emit a globule of burning matter out to a range of 20' which inflicts 2-12 points of damage for 3 rounds, unless extinguished. At close range, these can instead strike a target and inflict 2-12 points of damage. 6HD Flame Snails have a single tentacle that can emit a Fireball, the snail casting as a third-level Magic User. It has one tentacle for every hit die that it possesses and each tentacle has its own hit points.

Should all of these tentacles be destroyed, the body will be quickly withdrawn into the shell and the snail will die in 1-4 turns. Upon death, the shell explodes violently, spreading burning matter and fragments over an area some 50' in diameter. Any creature within this area will receive 3-18 points of damage. There is a 50% chance that their clothing, skin, hair, fur, etc will continue to burn for 3 turns (unless extinguished by normal means) inflicting a further 1-6 points of damage per round.

The snail casts a faint glow and emits great heat out to 2' from it's body. This heat will ignite any flammable material it moves through or over and will temporarily blind any creatures possessing infravision unless they distance themselves from it by at least 50'. Flame Snails are not known for their speed, but should any victim fall beneath it they will receive 1-8 points of damage per round by being crushed by the snail's weight and burnt by the heat it generates. Flame-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. Cold-based attacks inflict double damage.

Intact shells are very rare and usually only found when a Flame Snail has died naturally. The shell weighs 150 pounds (1500 gold pieces weight) and can be fashioned into items that are completely resistant to heat and flames, magical or mundane. A complete shell is worth 7-8000 gold pieces, although artificers who can work the shell might prove difficult to find.

Flame Snails are a vivid orange in colour streaked with bright yellow and its tentacles are blackish-red. Its shell is yellow-white and semi-opaque. Strange flames and burning shapes seem to roil within it. 

Saturday 4 June 2022

Cave Elephant...

 

Inspired by elephants who occasionally go underground...

CAVE ELEPHANT


FREQUENCY: Uncommon

NO. APPEARING: 3-30
 

ARMOR CLASS: 3 (or 5 - see below)

MOVE: 12"

HIT DICE: 9

% IN LAIR: 20%

TREASURE TYPE: Z

NO. OF ATTACKS: 5

DAMAGE/ATTACK: 2-12, 2-12, 1-10, 1-10, 1-8 

SPECIAL ATTACKS: Paralyzation, confusion

SPECIAL DEFENSES: None

MAGIC RESISTANCE: Standard

INTELLIGENCE: Average

ALIGNMENT: Neutral

SIZE: L (6' tall, 8' long)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil 
 

These subterranean creatures have adapted an underground life and have also acquired various means to protect themselves. To dwarves and gnomes they are generally known as 'Iron Eaters'. In fact, Cave Elephants will occasionally co-operate with either in order to find veins of precious metals and stones, although all attempts to domesticate the elephants have ended disastrously, as they are ordinarily bad-tempered.
 
Cave Elephants will always be encountered in underground places and never venture above ground, being completely blind in natural sunlight. Powerful light sources (such as those created by magic) will confuse them for 1d3 turns. They normally use infravision and a bat-like sonar to find their way in complete darkness, although they can also see normally in low light environments. Their elongated bodies, powerful claws and forearms allow them to navigate confined spaces and also dig through solid stone at 1" per turn and through loam at four times that rate. Powerful teeth enable them to consume rocks, and it is thought that they gain some sustenance from the consumption of iron-bearing rocks. They are adept at locating these and those containing other metals, including precious varieties, as well as rocks bearing precious stones. The elephants seem to possess an unusual interest in gold, electrum and precious stones in any form and thus may seek to acquire them from parties of adventurers or from caches, treasuries, etc within dungeons.
 
They will usually avoid contact with miners and adventuring parties unless they believe that they can gain from it in some way, either by co-operating or by the use of force. When attacking, steely talons on each forelimb inflict 2-12 points of damage or they can lash out with their trunk to inflict 1-10 points of damage. The tip of the trunk and the tail are both capable of delivering a sting that will incapacitate a victim unless they save vs. paralysation. Trampling a victim with their feet inflicts 1-10 points of damage. The trunk can also grab and crush dwarf-size or smaller victims, inflicting 1-8 points of damage. Lastly, eye-like objects situated below the creature's eyes will cause confusion for 1-6 melee rounds to any intelligent creature who looks at them squarely and fails to save vs magic. They are immune to fire and cold attacks, magical or otherwise.
 
They will readily attack goblins, orcs and kobolds unless very outnumbered, and will consume any that they kill. Similarly, anyone killed during combat with them will be eaten or taken away to be consumed at some later time, as the elephants are not averse to carrion. Any armour, weapons, possessions, etc will eaten along with the flesh and bones. Only treasure, in the form of coins, gems or items decorated with such, will be spared and taken to the elephants lair. Magical items will only be kept if they are decorated with precious metals or gems.
 
Cave Elephant lairs have a 50% chance of containing a single 4HD young elephant, as well as the treasure type listed above. Encountering more than 10 Cave Elephants will indicate that a larger lair has been located. 1-4 of these individuals will be 4 HD young. If 20 or more Cave Elephants are encountered, the lair will also contain a single 10' tall 12 HD individual whose attacks deliver 3-18, 3-18, 2-12, 2-12, 1-10 respectively. There will also be 1-10 4HD young.
 
They have their own language with which they can communicate over great distances, although this cannot normally be heard by other creatures. They can also speak Dwarven and Gnomish, albeit haltingly and with a limited vocabulary. 12 HD individuals may also have a limited grasp of Common. They have superb memories and will recognise anyone they have met previously and can recall past events with ease. Similarly, their hearing is excellent and thus they are only surprised on a roll of 1.
 
Dwarves and gnomes generally have taboos about using the hide, etc of dead Cave Elephants, given their respect for them. Goblins, orcs and kobolds however will readily attempt to use the hide to reinforce their armour, despite the hide being extremely resistant to working. As such, it is usually only worn by leaders and chieftains and reduces their AC by two points (i.e an armour with AC6 becomes AC4 when reinforced with the hide). The elephant's claws and teeth are repurposed as pickaxes and other mining tools.
 
Description: Cave Elephants are various shades of grey or greyish-yellow in colour, appearing smoother and less wrinkled than their surface dwelling cousins. Their heads, shoulders, forearms and trunk are dotted with clusters of darker patches of stone-like concretions and these parts have AC3. The rearmost part of the animal (an an area midway along the spine and ending with the rear legs and tail) is generally devoid of such patches and is AC5. Their claws are blueish-black and resemble tempered steel. The elephant's undersides and the tips of the trunk and tail are pinkish grey. It is thought that they live for 350-500 years and there are rumours that their graveyards, hidden deep underground, contain large hordes of treasure.  
 

Saturday 28 May 2022

Dead Man's Lantern

This week's monster uses infravision against those who have such ability...

DEAD MAN'S LANTERN


FREQUENCY: Uncommon

NO. APPEARING: 1
 

ARMOR CLASS: 3

MOVE: 12"

HIT DICE: 4

% IN LAIR: Nil

TREASURE TYPE: Nil

NO. OF ATTACKS: 6 (2 talons, 2-4 tendrils)

DAMAGE/ATTACK: 2-12

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Neutral

SIZE: L (30' long)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil 
 

The Dead Man's Lantern spends the majority of its life in the roofs of caves and similar subterranean places but much prefers dungeon environments. It resembles a long thin centipede with numerous pairs of small claws which allow it to hold fast onto any wall, floor or ceiling. Small eyes are dotted along its spine with a larger cluster at the centre of its body, both ends of which end in a long tapering section tipped with a venomous talon. Its carapace is so textured as to appear to be stone or similar surface and is almost impossible to detect. The creature is also completely invisible to those creatures that possess infravision.    

However, when seeking prey it uses both normal sight and infravision to lure victims to a space within the striking range of its talons. It can detect creatures up to 200' away and when they pass through the outer edge of this limit it excretes long tendrils of a sticky substance ending in a luminescent bulb that extends a ragged sheet-like form. It then moves these from side to side and slowly advances towards its prey. To those creatures with normal sight, the bulbs resemble swinging lanterns, but to those possessing infravision, both the bulbs and the sheets resemble a party with lanterns moving in single file. 

The creature is careful not to engage large groups (i.e. with more than 5 members) and will attack once its intended victims are within striking distance of one of its talons, at which point it switches off the light and infravision effects cast by its tendrils. Each talon inflicts 2-12 points of damage and, if a poison saving throw fails, the victim dies immediately. It will also attack with its tendrils in an effort to stun opponents, who must save versus paralyzation.

These creatures prefer to consume dwarves, goblins and other smaller underground dwellers, but will readily attack parties made up of various races if their numbers are within the aforementioned limit. Victims of their venom will dissolve in 2-10 rounds and the remains will be consumed by a proboscis within each talon.

 

Saturday 22 January 2022

Jellies..! Part Six

MIND JELLY


FREQUENCY: Very rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 2

MOVE: 8"

HIT DICE: 8 +4

% IN LAIR: Nil

TREASURE TYPE: Nil

NO. OF ATTACKS: See below

DAMAGE/ATTACK: See blow

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: 85%

INTELLIGENCE: Very

ALIGNMENT: Neutral Evil

SIZE: S (3 feet wide)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil
 
 

Wild rumour and folklore suggests that these creatures are the minds of long dead evil magicians, or are the result of some frightful experiment gone wrong. Mind Jellies visit the Prime Material Plane in order to feed, but their point of origin is unknown and such journeys are thankfully rare.

Although they are happy to devour the minds of any sentient creatures they hunt, they are particularly drawn to Magic Users and will seek them out when they encounter adventuring parties. The jelly will send forth 2-12 feelers up to 10 feet in length towards an individual it has decided to attack, and those touched by them must save vs paralyzation. A victim will then be drained of Intelligence at the rate of 1d3 points per round until that ability reaches zero or the Jelly is killed or driven away (by losing more than half of its hit points). If a Magic User is attacked, that individual will also be drained of one spell per round (highest level first).

Normally the Mind Jelly only makes a single attack in order to feed, but will defend itself with two other sets of tendrils if it meets stiff resistance. In this case, these tendrils will inflict 3-18 points of damage but while doing so it can only drain Intelligence at the rate of 1 point per round. Individual tendrils have only 5 hit points but the Jelly can grow 1-6 replacements every round. The creature can only be harmed by magical weapons of +2 or greater and is also quite able to resist other magical attacks. If it loses more than 75% of its hit points, it will become invisible and flee from the Prime Material Plane. However, it is able to etherially track and pursue a victim, sometimes attacking many years later when they have recovered from their wounds (they regenerate 2-20 hit points per year).

Mind Jellies are a misshapen sphere trailing a collection of tendrils, and it floats above the ground at a height of four feet. They are unable to pass under doors etc like other forms of jelly and are usually invisible (surprise on 1-3) unless ready to attack, at which point they radiate an eerie blue light. They speak the language of most creatures, and may be bargained with if convinced that a more suitable victim can be found elsewhere. Mind Jellies have long memories and are spiteful, and will return to the Prime Material Plane to seek revenge on those who have harmed them.

Saturday 14 November 2020

Jellies...! Part Five

 

Time to get back in the blogging saddle - again...

FEVER JELLY
  


FREQUENCY: Very rare
 

NO. APPEARING: 1-3
 

ARMOR CLASS: 4

MOVE: 8"

HIT DICE: 5

% IN LAIR: Nil

TREASURE TYPE: Nil

NO. OF ATTACKS: See below

DAMAGE/ATTACK: 1-6

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: S (3 feet wide)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil
 

Fever jellies are usually found in sewers and other noisome places, and are thought to be the source of various illnesses and diseases in towns and cities. Such is their preference for living in ordure and filth that there is a chance (1-2 on 1d6) that they will be found in company with 1-2 otyughs, or 2-20 giant rats.

These creatures are large spherical blobs of rotting and decaying matter, coalesced into a form made up of numerous sickening shades of brown, green and yellow. Various mushroom-shaped nodules grow randomly from the main body and are used for both locomotion and attack. Although usually content enough with consuming whatever matter falls into the sewers from above, they are keen to feast upon living prey. They will actively seek out adventuring parties once they become aware of their presence, especially if heat sources such as torches are being used.

Fever jellies attack by rapidly rolling at their opponent and striking out with a single nodule. A successful attack not only inflicts 1-6 points of damage but also acts as Cause Disease, as cast by a 3rd level magic-user. Any victim failing a Saving Throw will then succumb to a terrible malady (as described in the Players' Handbook).
 
The rubbery and resilient nature of these jellies means that only edged weapons can affect them, and their covering of slime renders them immune to fire-based attacks. However, other heat-based attacks have their normal effect against these creatures, as do lightning bolts.

Saturday 29 February 2020

Jellies...! Part 4

And still more jelly! This one includes stats for Old School Essentials

ICE JELLY
  

FREQUENCY: Very rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 8

MOVE: 6"

HIT DICE: 5

% IN LAIR: Nil

TREASURE TYPE: Nil

NO. OF ATTACKS: See below

DAMAGE/ATTACK: 2-12

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: M (4 feet wide)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil
 

At first glance, ice jellies appear to be nothing more than an uneven patch of frozen water on a floor, wall or other surface. They prefer cold, damp places and thus might be found in dungeons and similar locations. Like some other jellies, they can squeeze through narrow spaces, under doors, etc.

When attacking, the jelly will rapidly grow a mass of solid icy spikes. Each turn, it can fire up to 3 of these to a distance of  80 feet, each inflicting 2-12 points of damage. It may also choose to make a magical attack, casting Cone of Cold as a 5th level magic-user every 3 turns.

Cold-based attacks will prove fruitless, and provide the jelly with an extra spike attack in the following turn. However, fire and heat-based attacks have twice their normal effect against these creatures, whilst lightning bolts have their normal effect. 

STATS FOR OSE

AC 8 [11], HD 5** (25hp), Att 3 × ice spike
(2d6) or magical attack THAC0 15 [+4], MV 40’ (10’), 

SV D12 W13 P14 B15 S16 (3), ML 12, 
AL Neutral, XP 400, NA 1 (0), TT None

Ice spikes: 80' range, 3 per round
Magical attack: acts as if using a Wand of Cold, attacking every 3 rounds.
Seep: Can squeeze through small holes and cracks.
Immunity: Unharmed by cold-based attacks - provides an extra spike attack in the following round.

Saturday 22 February 2020

Jellies...! Part 3

Time for some more jelly! This one includes stats for Old School Essentials, to which I've become a recent convert:

FIRE JELLY
  

FREQUENCY: Very rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 8

MOVE: 4"

HIT DICE: 4-6

% IN LAIR: Nil

TREASURE TYPE: Nil

NO. OF ATTACKS: See below

DAMAGE/ATTACK: 2-16

SPECIAL ATTACKS: Blinding, Engulf (see below)

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: M (4-6 feet wide)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil
 

Although Fire Jellies can squeeze through narrow spaces and along ceilings, walls, and floors, on first glance they appear to be a mass of blackish grey stone dotted with numerous pits. They might even be mistaken for a large area of metal slag until they move. Fire Jellies are usually found in deep caves far underground, favouring areas where magma and other volcanic activity is present. Occasionally found in dungeons, they sometimes also seek out areas where metalworking and similar activity is present and thus are quite well known to dwarves and gnomes as a dangerous pest. They are attracted to sources of heat, and so parties using torches and similar open flames run the risk of being ambushed.

When attacking, the jelly rapidly becomes a large burning mass covered with black patches. In this form they are particularly dangerous to any beings that possess Infravision, as they risk being temporarily blinded (for 1-6 turns) unless a Saving Throw is made. The jelly will attempt to strike with two burning pseudopods, each inflicting 2-16 points of damage. It will also try to engulf any fallen opponent, inflicing 3-30 points of damage per turn from intense heat and burning.
 
Fire-based attacks will prove fruitless, and provide the jelly with an extra attack in the following turn. However, cold attacks have twice their normal effect against these creatures, whilst lightning bolts have their normal effect.
 
STATS FOR OSE

AC 8 [11], HD 5** (25hp), Att 2 × pseudopod
(2d8) or Engulf (3d10) THAC0 15 [+4], MV 30’ (10’), 

SV D12 W13 P14 B15 S16 (3), ML 12, 
AL Neutral, XP 400, NA 1 (0), TT None

▶ Immunity: Unharmed by fire-based attacks - provides an extra pseudopod attack in the following round.
▶ Blinding: blinds any persons possessing infravision (save vs paralysis)
▶ Engulf: fallen prey engulfed and receive 3d10 damage per round
▶ Seep: Can squeeze through small holes and cracks.

Saturday 18 January 2020

Jellies...! Part 2

Working onwards from last week's post, I was wondering whether, if jellies are partially the result of magical experiments, what would happen if they had some magical abilities? With that in mind, here's another jelly design. It's statted for 1E AD&D and, as always, includes an illustrative doodle:

LIGHTNING JELLY

  
FREQUENCY: Rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 8

MOVE: 3"

HIT DICE: 4-6

% IN LAIR: Nil

TREASURE TYPE: Nil

NO. OF ATTACKS: See below

DAMAGE/ATTACK: See below

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: M (6 feet wide, 2-3 feet high in spherical form)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil
 

Lightning jellies are found in dungeons and other subterranean places, usually taking on the appearance of a pool of water or of moisture running along a surface. Like the ochre jelly, it can squeeze through narrow spaces and can move along ceilings, walls, and floors.

It is only when attacking that the jelly takes on another form, gathering itself to become a spherical mass that has a slight blueish glow. It will then loose a charge of electricity, attacking as a 3rd level Magic User casting Lightning Bolt and inflicting 3-18 points of damage. It can usually only make one attack per turn, although striking the creature with lightning bolts only serves to give the jelly an extra attack in the following round. The jelly will absorb the organic part of any fallen prey.

Lightning jellies are immune to cold attacks but fire-based attacks have a normal effect.

Saturday 4 January 2020

Jellies...!


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):

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.

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.

Sunday 23 August 2015

'Hic sunt dracones...', part 3

After a bit of a hiatus, and further to my previous posts about sea dragons (here and here), it's time for... another sea dragon. For this post, I've gone for a bit of a 'weird' design, and will include details of it's crew. As always, there are sketches to give you some idea of what things look like...

SEA HORROR (Greater Sea Dragon)


FREQUENCY: Rare
NO. APPEARING: 1 
ARMOR CLASS: 0
MOVE: 24" 
HIT DICE: 9-11
% IN LAIR: 0%
TREASURE TYPE:  See below
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 6-36 beak, 4-40 bite
SPECIAL ATTACKS: Some magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic Evil
SIZE: L (100' long) 
PSIONIC ABILITY: Nil 
      Attack/Defense Modes: Nil

It's not known if the Sea Horror owes its existence to magic or some quirk of adaption to the sea. The spines and scales common to other dragons have become odd masses resembling the various details of a sea-going vessel. The dragon also has a symbiotic relationship with creatures that live on it, the Kereb (see below). Both creatures roam the sea, attacking any ships they find by ramming and boarding.

Propelled by its powerful tail, the Sea Horror attacks by moving at high speed and ramming its target. Its long prow-like nose can easily pierce the side of most ships and it will also use its massive teeth to chew away below the waterline. During this time, the Kereb will seek to board the stricken vessel. The Sea Horror will also employ the spell Chaos as part of its attack, casting as a 5th Level Illusionist.

The dragon is very keen on acquiring treasure in any form. This will be stashed 'on-board', being made up of a great variety of booty acquired by the Kereb.


Description: the greater part of the dragon will always be below the water. That seen above will resemble brownish tarred wood and will appear to be a ship from all but close range. Bony plates extend up from it's back to form the sides, and a long spine will have all the appearance of a mast. Behind the creature's head and upper sides is a flattish area where the Kereb live and keep their treasure. The Kereb will often festoon the body of the dragon with various objects in order to make it more resemble a ship - including sails, anchors, rigging, ropes, etc.

KEREB


FREQUENCY: Rare
NO. APPEARING: 8-64
ARMOR CLASS: 4
MOVE: 9"/6" (in water)
HIT DICE: 3
% IN LAIR: 100%
TREASURE TYPE:  F
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 1-12, 3-18
SPECIAL ATTACKS: Paralysis
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to average
ALIGNMENT: Chaotic Evil
SIZE: M (6' tall) 
PSIONIC ABILITY: Nil 
      Attack/Defense Modes: Nil

The Kereb are a race of aquatic creatures that are usually found in the company and as the 'crew' of a Sea Horror. They may also be encountered in subterranean places, as long as they are connected to the sea.

They will attack using their long sharp claw, inflicting 1-12 hit points of damage, or with their club-like arm, inflicting 3-18 hit points of damage. They can also sting with three of their feelers during any attack, which will paralyze opponents (save versus paralyzation or it takes effect).

Individual creatures do not carry treasure, but will they collectively have a hoard of Type F objects and coins.

Description: the Kereb have hard shell-like bodies, usually with pale undersides covered with darker mottles in various shades of blue, green, purple and red. These colours vary in predominance from one individual creature to another.

Sunday 31 May 2015

'Hic sunt dracones', part 2...

Following on from my previous blog post, here's another sea-based dragon for 1E D&D and similar systems:

SEA SPEAR (Greater Sea Dragon)


FREQUENCY: Rare
NO. APPEARING: 1 
ARMOR CLASS: 1
MOVE: 24" 
HIT DICE: 9-11
% IN LAIR: 10%
TREASURE TYPE:  See below
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12 wings, 3-18 tail, 6-36 beak
SPECIAL ATTACKS: Magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Lawful Evil
SIZE: L (60' long) 
PSIONIC ABILITY: Nil 
      Attack/Defense Modes: Nil

The Sea Spear is a rare but terrible threat to any vessel traversing the oceans. These dragons despise sentient creatures and always seek to clear them from the sea, a domain which they claim is theirs only.

The Sea Spear attacks by gliding at high speed just above the surface of the water, hoping to avoid the notice of any lookouts. It's long beak will act like a spear point and will be driven into the side of the vessel under attack. It will then pull itself free using its wings and by lashing its great tail. If the dragon instead suspects that treasure is aboard, it will fly at the sails and cut them to ribbons using the sharp edges of its wings. It will then wrap itself around the mainmast and attack using the spell Lightning Bolt, which it can cast as a 6th level magic-user, as well as striking out with its wings and beak. Once the crew has been disposed of, the dragon will devour any treasure it finds and regurgitate it later when it returns to its lair. Sea Spear lairs are caves cut into cliff faces, usually on some remote shoreline. Any treasure found here will vary greatly - some Sea Spears covet jewels, others gold and precious metals.

Although primarily an air-breathing creature, the Sea Spear can spend prolonged periods underwater, propelled by its sinous body and powerful tail.

Description: the upper part of its body is a mottling of dark and pale blues, which allow it to blend very effectively with the surface of the sea. Its beak and wings have streaks of ivory-like hues. When fully spread, the tail has patches of bright crimson and magenta.

Sunday 19 April 2015

'Hic sunt dracones'...

The gist of my approach to dragons is to try and design new versions that are perhaps not your usual dragon fare (i.e. flying reptiles). Partly because it's always good to try and catch your D&D players out and mess with their presumptions, and mostly because I think it's interesting to go that extra mile with monsters just to add some colour and variety to your world. And, at the end of the day, just because something is a dragon that doesn't necessarily mean that it has to follow the default setting (i.e. flying reptiles).

Having previously delved into the world of dragons with my series on chitinous varieties, I thought I'd now have a try at designing a few that reside in the depths of the oceans. This is mostly inspired by the sorts of creatures one can see on reproductions of various old maps, following on from a prevous blog post of mine a few years ago. So, here's the first in a short series on such beasties for 1E D&D which, as usual, is accompanied by a sketch to give you an idea of what it looks like:

'SHIP EATER' (Greater Sea Dragon)


FREQUENCY: Very rare
NO. APPEARING: 1 
ARMOR CLASS: 2
MOVE: 14" 
HIT DICE: 160 hit points
% IN LAIR: 10%
TREASURE TYPE:  See below
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12 claws, 2-12 horns, 6-36 bite
SPECIAL ATTACKS: Blinding
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Lawful Evil
SIZE: L (150' long) 
PSIONIC ABILITY: Nil 
      Attack/Defense Modes: Nil

This dragon haunts the darkest depths of the ocean and only rises close to the surface at the approach of twilight. The name 'Ship Eater' is a loose translation of a title given to it by sea elves and is noted with fear in several age-old stories and legends. The creature's lair is rumoured to be a cave somewhere on the ocean floor containing the vast treasure it has hoarded from dragging many ships to their doom. It is also said that the lair is guarded by numourous evil sea-dwelling creatures who worship the dragon as a god. It is not known if there is more than one of these creatures in existence.

The dragon will usually appear to sea-farers in a variety of ways. It will sometimes raise it's huge spiny back back from the sea and remain stationary in this guise, having all the appearance of a small rocky island. It will also use a spell equivalent to a 10th level Hallucinatory Terrain in order to complete this illusion, which will also effect anyone looking into the water around this 'island'. Should any ship or boat moor there for a time, the dragon will rise up and attempt to devour any crew who may have attempted to explore it. The dragon will sometimes capture one or more vessels in this way and attempt to lure more by using them as bait. 

If the dragon suspects that a vessel carries gold and other precious items, it may attack it using its huge bite and gulp down anything that falls into its maw. It will regurgitate all of this treasure upon returning to its lair. Otherwise it may lure the crew of the treasure ship in the manner described above, and then later drag this ship beneath the waves and back to its lair.

During storms, fogs and other similarly dangerous weather the dragon will raise its head above the water if it senses the approach of any ship. Ordinarily, it's eyes are flat, dark and dead like those of  shark but if it so chooses it can cause one of them to glow, appearing at a distance to be a shore-based light. If a ship is lured towards it in such a way, it will then attack. 

At night it can use both eyes cause a blinding light during its attack, if it so wishes. Anyone within 50' of this light must save (as against wands) or be blinded for 6-36 turns. Anyone with infravision within this range must save at -3.

Description: the spine and upper back of the dragon's body appears to be rock-like ridge that may offer some shelter. The rest of its body in covered in numerous streaks and patches of various blue-black hues.

Sunday 12 April 2015

Blood Beast...

So, after a bit of a break, I'm back. This time around it's with an idea for a 1E D&D monster inspired by a not very good movie. That movie is Night of the Blood Beast, which is only particularly watchable via Mystery Science Theater 3000 and you can see it here. Or you can see the un-riffed version here.

Actually, I say that it's not a very good movie but that sells it short a bit. The overall premise is quite well done and there is a suggestion of an atmosphere to the scene it sets, but it's all just handled a bit poorly. As it's a film produced by Roger Corman, this is not really surprising but probably not entirely his fault.

I've watched it a fair few times in it's MST3K incarnation, and I've found myself liking the Blood Beast as a creature. It's not too different from creatures in later movies, such as the xenomorph from the various Alien films. And, at the end of the day, all are just blokes in suits waving their claws around but Corman and co. just had a lot less money. The way the creature goes about its nefarious purpose in Night of the Blood Beast has a bit more of an interesting angle, and I thought it might translate well to being a 1E D&D monster. I've also run up a quick drawing to go with the description:

BLOOD BEAST


FREQUENCY: Rare
NO. APPEARING: 1 
ARMOR CLASS: 4 
MOVE: 8" 
HIT DICE: 4 
% IN LAIR: 20%
TREASURE TYPE:  None 
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12 claws,1-8 bite
SPECIAL ATTACKS: Charm
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 25%
INTELLIGENCE: High 
ALIGNMENT: Lawful Evil
SIZE: L (8') 
PSIONIC ABILITY: Nil 
      Attack/Defense Modes: Nil

The Blood Beast inhabits dark caves and similar underground places, and is particularly attracted to the presence of sentient beings. If it detects a party of adventurers, it will attempt to follow them and can Hide In Shadows and Move Silently as a fourth level thief. It will then carefully chose a time to make an attack on a single victim and attempt to drag them back to its lair.

In melee combat, the Blood Beast will attack with large claws and a bite. In order for its kind to propagate, it must use its bite to infect its victim with parasitic young. Anyone infected in this way will become host to 2-8 amorphous, amoeba-like creatures which will gestate for 2-12 days before eating their way out of their victim. This 'birth' will cause 1-8 damage per creature, and any that escape will grow into a fully formed Blood Beast in 2-8 days. Until that time, the infected person will seem normal and healthy.

The Blood Beast will also try to sow dischord and confusion amongst a party by the use of a powerful Charm spell, hoping to lure more victims. If a player has been dragged away and killed by the Blood Beast, it will use that player's voice as a Charm in order to call to his or her compatriots and so place them in a situation in which it can make another attack. Alternatively, it will use Charm on a victim it has bitten and release them back to their party. That player will then try to convince their compatriots that the Blood Beast is only acting in self-defence etc, and try to place them in a situation in which the monster can make another attack. In both cases, victims must save versus magic at -2.

Description: the Blood Beast is a large humanoid with a prominent eyes, a large beak-like mouth and long claws. It is covered with many folds of rough abrasive skin, some of which hangs from its body in ragged tatters. This skin is made up of many dark hues that allows it to blend well with its envionment. Its eyes are a deep blackish red.