Saturday 10 May 2014

Edible Monsters - Part Five

This week's monster may perhaps make an interesting addition to a cave or tunnel entrance...


TITANS' TEETH

FREQUENCY: Very Rare
NO. APPEARING: 4-16
ARMOR CLASS: 5
MOVE: 1/8"
HIT DICE: 1
% IN LAIR: Nil
TREASURE TYPE:  Nil
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S to M
PSIONIC ABILITY: Nil
     Attack/Defense Modes: Nil

Titans' Teeth are a fungus most often found growing in rocky places, stone ruins, caves and tunnels. Certain rumours state that they can also be found on old battlefields and other places of conflict, and will slowly make their way toward any decaying flesh. Their outer shell is quite tough and a great deal of work is needed to break one apart. When this happens, there is a 30% possibility that any exposed skin will be pierced by tiny shell fragments, although this will cause no immediate sensation of pain or discomfort. If this occurs, the skin will start to erupt in 1-4 hours with small, tooth-like growths that will cause a great deal of maddeningly painful itching. Only Cure Light Wounds will rid the victim of such growths which, if left to grow, will slowly and painfully consume the victim in 8-64 days. The main reason that any creatures make such an effort to break Titans' Teeth is because of the spongy, bread-like matter that makes up the core of each growth. This has a pleasant sweet taste and is very nutritious, a pound of which is equivalent to 2 day's good rations. A single 'tooth' will contain 1-8 pounds of such matter.

Description: Titans' Teeth grow in curved rows, and look exactly like a set of human incisors and canines, although much larger in size (at least 2' tall). If found in caves, tunnels, or similar environments it is possible to find a set growing down from above as well as from below. Their outer shell is pearlescent white and smooth, whilst inside they are a dark yellowish-green. They have a somewhat fibrous root system, which is deep red in colour.

Next week: the Witches' Nest...

Friday 2 May 2014

Edible Monsters - Part Four

This week's monster is an unusual plant that could prove useful to adventurers - as long as they're wary of its defences...


TRAITOR'S HAT

FREQUENCY: Rare
NO. APPEARING: 2-4
ARMOR CLASS: 9
MOVE: 0
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE:  Nil
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil

The Traitor's Hat can be found in dense, dark woodland, caves, or dungeons. No-one is sure how this insectivorous plant gained such an unusual moniker, although it may be derived from that fact that Stirges sometimes use them as nests. There is a 50% possibility that 1-6 Stirges will be encountered with the Traitor's Hat, although evidence of their residence will be made obvious by the detritus of dead insect parts spread over a 20' wide area around the plant (Stirges always discard such rubbish when nesting). Traitor's Hats consume a variety of insects (including some giant varieties) which they lure using a pleasantly pungent, syrupy liquid pooled in a hollow at the topmost part of their bodies. Their victims are quickly poisoned by this substance and then drop down into the lower part of the plant, which derives sustenance from their decaying remains. The liquid is also poisonous to most other creatures that drink it (including humans and demi-humans) and should be treated as a Type B ingestive posion. However, if the hollow is carefully pierced several times, the liquid slowly percolates down through the body of the plant (a process that takes 1-3 hours) and around 1/2 of one pint can be collected underneath. The poison is thus negated, and anyone consuming all of this half pint will not require food nor drink for a 24 hour period.

Description: The Traitor's Hat is approximately 6' tall and has a conical body with a small hollow at its topmost part. Colors range from vivid orange to dark crimson. The body is supported by a stalk, which is black or dark blue in color.

Next week: Titan's Teeth...

Tuesday 29 April 2014

Cthulhu is not an octopus... Part 3

Further to my previous drawing (here) and my initial discussion about Cthulhu not being and octopus (here), below is another quick drawing:


Note the lack of tentacles (and suckers) - I've tried to depict what Lovecraft described as 'a mass of feelers'. I may have a few more tries along similar lines, but Cthulhu rarely sits still long enough for his... er, its... portrait...

Saturday 26 April 2014

Edible Monsters - Part Three

This week's monster adds something a little crunchier to your diet...


STELGWIT

FREQUENCY: Uncommon
NO. APPEARING: 2-8
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 3 hit points
% IN LAIR: 15%
TREASURE TYPE:  Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2, 1-6
SPECIAL ATTACKS: None
SPECIAL DEFENSES: Poison
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (18" tall, 1' dia.)
PSIONIC ABILITY: Nil
   Attack/Defense Modes: Nil

Stelgwits are spider-like creatures that are most at home in cold, dark places. They shun heat and light, whilst their primary foodstuff seems to be water and other fluids that seep from stone and organic matter. Their many legs are arrayed around a central hub which contains their rudimentary brain, mouth and other internal organs. Fast and able to climb over most surfaces, they are very hard to catch and are usually hunted with nets. Anyone trying to grab a Stelgwit with their bare hands will expose themselves to the poison it excretes from its limbs, although this is not particularly powerful (add +4 to saving throw die roll). If a lair is discovered, there will be around 5-50 creatures of various sizes and in such cases their poison can cause 1-6 hit points of damage (if a standard saving throw vs. poison is failed). As Stelgwits are very averse to heat, proximity to flames from torches and similar fires will cause them to become paralysed. If subdued in such a way and then roasted on an open flame for 5 minutes, the Stelgwit's poison is driven off and its legs become edible. They are crunchy and have a strong savoury, nutty flavour. Consuming 2-3 creatures is enough to replace half a day's rations.

Description: Stelgwits are a pale yellow-white, similar to bone. When cooked, they become a deep reddish brown.

Next week: the Traitor's Hat...

Friday 18 April 2014

Edible Monsters - Part Two

Ever wondered what the 10' pole in the Player's Handbook might be useful for? Well, perhaps one may come in handy when dealing with this week's monster...

H'MALO


FREQUENCY: Uncommon
NO. APPEARING: 1-8
ARMOR CLASS: 8
MOVE: 3"
HIT DICE: 4 hit points
% IN LAIR: Nil
TREASURE TYPE:  Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: None
SPECIAL DEFENSES: Noxious cloud
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (1-2' dia.)
PSIONIC ABILITY: Nil
     Attack/Defense Modes: Nil

H'malo are rumoured to be the larval form of some larger monster, although no-one is quite sure which. They prefer to live in damp dark places, where they usually move around in small groups consuming slime and moulds. They are only particularly dangerous if not approached with extreme care, as they seem to be easily alarmed. Attacks, loud noises or sudden nearby movement will cause them to release a pool of liquid that rapidly evaporates, quickly filling a 3' x 3' x 3' area with a noxious, bluish cloud. This cloud causes 1-6 hit points of damage to any creature within it, although the H'malo cannot create another cloud for 4 hours. If more than one H'malo is encountered, each creature will release their own cloud after the first is triggered. Dwarves and other subterranean creatures have discovered that this defense can be negated if the H'malo is approached slowly and quietly, and then flipped over using a pole, spear or item with a similarly long (3' +) reach. If captured in such a way, the H'malo can then be eaten only after it has been immersed in any liquid containing alcohol (beer, wine, etc) and boiled for 10 minutes. This cooking will produce such a delicious aroma that there is a 20% chance it will attract wandering monsters if being prepared in a dungeon, wood or similar place. A cooked H'malo has a similar taste and texture to roast pork or boar, although a H'malo that has recently released its defensive cloud will taste particularly noisome - similarly, any H'malo (alive or cooked) exposed to the cloud will acquire this taste. Adventurers using cooked H'malo will find that it is a useful supplement to rations, extending their duration by 2 days per H'malo carried if kept dry. H'malo are difficult to farm because of their very skittish nature and propensity to contaminate each other should one or more release their defensive cloud.

Description: H'malo are a seemingly unappetising lumpy mass that is pale blue streaked with yellow. Its underside is dark purple. When cooked, H'malo become a yellowish pink and swell to become a more uniform blob of solid flesh that can easily be sliced or cut into smaller chunks.

Next week: the Stelgwit...