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.