18 September 2017

GIANT TAR SPITTER

Init +1
Melee Atk
 • bite +13 (1d24, 10' dia.)
Ranged Atk
 • tar spray +16 (1d50, 30' distant, 30' radius)
AC 28
HD 24d30+24 (396 hp)
MV 80, fly 80
Act 3d24 + 2d20
SP Control Fire (+16)
Fort +23
Ref +1
Will +4
AL C

Snake-like, the Giant Tar Spitter is over 200 feet long, the equivalent of 6-8 fire trucks in length. It dwells in a secluded corner of a vast (grand?) canyon, seldom seen, but always feared by anyone with half a brain.

It can control fire, as per the spell.

When it attacks other creatures, it uses its bite to pierce their flesh, but does not eat them, drinking most of their blood over 1-3 rounds instead.

When resolving the effect of it's tarry breath, the one attack roll should be compared to the AC of each target in the area, but the damage should be rolled separately for each target hit, the spray being uneven and unpredictable.

Produced using Monster Extractor III: Giants & Giant Creatures


04 September 2017

GELATINOUS TETRAHEDRON

Init -2
Melee Atk
 • touch OR
 • jet of liquid +2 (numbness)
AC 10
HD 2d8+1 (10 hp)
MV 20
Act 1d20
SP numbing, no mind
Fort +2
Ref -2
Will --
AL C

The translucent Tetrahedrons vary in size from 12 to 24 inches on a side.

They slowly roam whatever level surface they can access. Any living thing that touches the mass, either on it's own or by having the mass move into it, is affected by shooting numbness. The target must make a DC 15 Fort Save or have their Action Dice moved down the Chain by one step in a cumulative effect. This Save needs to be made for each round of contact or each repeated contact. The Tetrahedron's very short-ranged jet of liquid has the same effect. Anything that a Tetrahedron reduces to below a d3 on the Dice Chain they have completely paralyzed, and they will then proceed to glom onto the now-inert form and attempt to eat them (a slow process of days or even weeks).

Once away from the numbing influence, Action Dice move back up the Dice Chain one step at a time by making a new Save vs. a DC 10 once each Turn, with a success equaling one step back up.

Gelatinous Tetrahedrons are not a huge threat when encountered singly, but they have sometimes been deployed in small groups at either end of trapped hallways, for instance...

If ever six Tetrahedrons are together, they will skloodge into each other and form a Cube, which will grow in size as it consumes digestible matter.

[Unless you have other stats you'd like to use for a newly-formed Cube, consider it to be improved by 1d3+2 in almost all statistical respects above (Move 30, 1d20 Action Die), and that it's numbness power takes a target 1d3 steps down the Dice Chain with each successful attack.]



BONUS!

BASIC STATS!


GELATINOUS TETRAHEDRON
Move: 60 feet/turn
Hit Dice: 2 +1
Armor Class: 9
Treasure Type: nil
Alignment: neutral
Attacks: 1
Damage: special

Reference the above for the monster's behavior. Save vs. Poison or be limited to acting every other round the first time, "feeble" minor actions only after a second failed Save, and not at all after the third failed Save. Each step of mobility returns after a successful Save made once per Turn.