21 August 2017

ROT-PIXIE

Init +0
Melee Atk
 • spike +4 (1d6+)
AC 15
HD 4d8+2 (20 hp)
MV 10, fly 45
Act 1d24 + 1d16
SP blitzkrieg, light-absorbing
Fort +4
Ref +7
Will +2
AL C

Some forests are strong with Fae magic. When this magic is corrupted, the Fae creatures this magic produces are pestilent and twisted and decaying.

Pixies corrupted in this way are terrifying, frenzied monsters of destruction. They are nocturnal and absorb light, making it nearly impossible to see them. They fly with great speed and accuracy, protecting the very source of the corruption that has created them.

They attack by touching a target, whereupon a spike or stinger looking like an overlarge wasp or bee's sting shoots through the target. Instead of tearing and sundering flesh and bone, however, this horn-like spike passes through the body insubstantially, leaving the matter it has passed through in an advanced state of decay or rot. For every six points of damage suffered, assume that a major bone or organ is affected, and damage an appropriate attribute by one point.

If a rot-pixie's damage die comes up on a '6', re-roll the die and add that to the damage.

A rot-pixie can hit multiple targets with one attack roll, choosing a number of targets equal to it's HD, using one Action Die for the attack, and comparing that result to each target's AC. It can fly and attack at the same time, zipping with great accuracy between targets. If it is damaged, reduce the number of targets it can hit, e.g., if down to half of it's normal hit points, it can only hit two targets.

Rot-pixies are repelled by wolf's bane. If the source of corrupting magic is neutralized or destroyed, rot-pixies will be destroyed within 1d7 hours.



BONUS!

BASIC STATS!

ROT-PIXIE
Move: 180 feet/turn flying; 40 feet/turn walking
Hit Dice: 4
Armor Class: 4
Treasure Type: C
Alignment: chaotic evil
Attacks: up to 6
Damage: 2-7


Some forests are strong with Fae magic. When this magic is corrupted, the Fae creatures this magic produces are pestilent and twisted and decaying.

Pixies corrupted in this way are terrifying, frenzied monsters of destruction. They are nocturnal and absorb light, making it nearly impossible to see them. They fly with great speed and accuracy, protecting the very source of the corruption that has created them.

They attack by touching a target, whereupon a spike or stinger looking like an overlarge wasp or bee's sting shoots through the target. Instead of tearing and sundering flesh and bone, however, this horn-like spike passes through the body insubstantially, leaving the matter it has passed through in an advanced state of decay or rot. For every six points of damage suffered, assume that a major bone or organ is affected, and damage an appropriate attribute by one point.

They are repelled by wolf's bane.

A rot-pixie can hit multiple targets in one round, assuming those targets are within 30' of the rot-pixie at the start of the round. It can fly and attack at the same time, zipping with great accuracy between targets. If it is damaged, reduce the number of targets it can hit, e.g., if down to half of it's normal hit points, it can only hit up to three targets.

If the source of corrupting magic is neutralized or destroyed, rot-pixies will be destroyed within 2-7 hours.



Derived using Zenopus' Monster Reference Table


07 August 2017

GELATINOUS OCTAHEDRON OF ANNIHILATION

Init +0
Melee Atk
 • touch +4 (paralysis)
AC 13
HD 7d10+6 (45 hp)
MV 25
Act 1d20
SP paralysis, no mind
Fort +5
Ref +0
Will --
AL C

The translucent Octahedron must have been created by a wizard, perhaps one from another planet or another reality.

It slowly roams whatever level surface it can access, absorbing everything it can into it's squidgy, gelatinous mass. Any living thing that touches the mass, either on it's own or by having the mass move into it, is paralyzed unless it can make a DC 15 Fort Save. If successful, this Save needs to be re-made for each round of contact or each repeated contact. Regardless of making the Save or not, the creature will pull things into itself with a Strength of 17.

The creature will typically "roll" it's form over to prevent other creatures from 'stealing' its prey. Anyone paralyzed but removed from the creature will regain full mobility in 1d12 rounds.

At the center of its form is a tiny pin-point of darkness. Anything coming into contact with this pin point (other than the Octahedron's own form) is instantly annihilated, vanishing as if it never existed.

Once the Octahedron has started pulling something in, it takes 1d4 rounds for it to reach the center, plus one round for every 100 pounds of weight or fraction thereof. Lower oxygen needs while paralyzed should mitigate any suffocation situation when inside the Octahedron.

Some learned folk think the annihilation is how the Octahedron consumes things, as if it is eating them. Some think everything that vanishes appears whole, somewhere else...

[Judges may want to have some bit of debris or equipment or a hireling or what-have-you be the first thing absorbed by the Octahedron, so the players can witness the instant "destruction" effect before a player character is themselves so annihilated.]