A Confabulation of Over One-Hundred Unique MONSTERS for The Dungeon Crawl Classics RPG (DCC RPG) and Suitable for Other Sword & Sorcery Role Playing Games, Including Older-Style Games.
These are monsters in the the original sense of "anything that's not a player controlled character..."
Mostly Written and Drawn by bygrinstow. — DCC Monster Stats! —
29 November 2016
• pseudopod +2 (1d3)
• weapon +1 (as normal -1d)
• weapon +0 (as normal -1d)
Act 5d16 (+5d6)
SP amorphous, disarm
The Arsenal Jelly is a massive, mindless blob of translucent protoplasm. However, belying its mindless nature, it does seek to disarm its foes and use their own weapons against them — squooshing it's own gooey matter between the foe's hand and the weapon's pommel (or equivalent) to usurp the weapon. This seems to be some kind of bizarre reflex action, rather than a considered course of action.
Its gelatinous nature means it can fit through spaces smaller than it's volume by changing shape. It can arrange itself to face multiple foes, or potentially limit the number of foes that can reach it, depending upon the circumstances.
To disarm a foe, the Jelly uses a pseudopod attack. If successful, they disarm the target (assuming the target has a weapon in hand) on a simple 4-in-7 roll. This roll is adjusted by either the foe's Agility Modifier or Luck Modifier, as chosen by the player. For example, if the foe has a +1 Agility Modifier (which is better than their Luck Modifier), then the roll becomes a 3-in-7. If the foe has a -2 Luck Mod (which is better than their Agility Modifier), the roll becomes 6-in-7.
To grab a weapon away from the Jelly, assume success unless the Arsenal Jelly can succeed at the above 4-in-7 roll.
In using a foe's weapon, the Arsenal Jelly rolls its damage on a die one step down the Dice Chain from normal for the weapon.
The creature can focus it's efforts in various ways. This is represented by a pool of 5d6 which can be added to it's Action Dice rolls as the Judge sees fit, either singly or using 2 or more with one Action Die. These can be used for any action where the Action Dice would be rolled to determine the outcome, from physical feats such as spanning a large gap ("Jumping"). or attacking, and so on.
When first encountering an Arsenal Jelly, it could have 1d10 minus 1d6 standard weapons to start out; this could include bows and arrows, and other ranged weapons.They are stored inside it's mass, just barely visible until extruded for use.
Extracted from bygrinstow at 8:30 AM
Labels: cavern, dungeon, monster, ruins, wilderness
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