Saturday 30 July 2022

Shambling Mouth...

SHAMBLING MOUTH

 

FREQUENCY: Rare
 

NO. APPEARING: 1-3
 

ARMOR CLASS: 2

MOVE: 6"

HIT DICE: 8

% IN LAIR: 30%

TREASURE TYPE: B

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 2-20

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Low

ALIGNMENT: Neutral

SIZE: L

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Thought to be related in some way to the Shambling Mound, this creature is found in tombs, dungeons and similar underground places. It uses the detritus from such to form its body.

The Mouth has a voracious appetite and will readily consume anything it can find, but seems to have a predilection for living flesh. Its bite inflicts 2-20 points of damage per successful strike, and on a roll of 20 it will attempt to eat its victim, inflicting a further 2-20 points of damage per round.
 
These creatures are immune to attacks by any form of edged weapon, and blunt weapons inflict only half damage. It is immune to cold-based attacks and fire-based attacks also inflict only half damage. When the creature dies, it immediately collapses into a reeking mass, and anyone within 20' must make a saving throw vs poison or be immobilised (by retching and vomiting) for 1-6 rounds. Its treasure is whatever survived when previous victims were consumed.
 
Description: Shambling Mouths appear as a large reeking mass made of bones, teeth, hair, skin, armour, pieces of metal, weapons, etc, all supported by two or three short legs. This mass is dominated by a huge maw lined with a oddly deformed teeth, metal shards and shattered bone. It is 6' tall and about 6' wide.

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.