14 January 2020

OCHRE SAND

Init +0
Ranged Atk
• fire burst +3 (1d14+1, 20')
AC 17
HD 3d6
MV 60
Act 1d24
SP 'breath' weapon, sideslip, perfect silence, morphing
Fort +5
Ref +8
Will +6
AL C

Ochre sand may be some further evolution of one (or more?) slime-, mold-, or jelly-like creatures. It exists as a non-thinking, highly territorial thing. If somehow anyone could make contact with it's mind, they would come to understand the creature's territory in the most complete and extreme way, but they'd also suffer from headaches for 1d7 days thereafter (minus 1d3 to Int).

An ochre sand attacks by forming an opening in it's form which erupts with fire. A Reflex Save vs. a DC 13 will cut the damage in half.

It occupies a space of about 3' cubed, and can avoid damage by simply deforming away from the attack, giving it it's high AC and reducing all physical attacks against it by 6 points of damage. It can approximate the shapes of things in it's environment, so it might take the form of an elaborate but apparently-weathered arch over a passageway or a heavily worn statue.


01 January 2020

HARPY (NEW YEAR)

Init +5
Melee Atk
• claws +4 (1d5+1 or grab)
AC 14
HD 3d6+5
MV 20, fly special
Act 1d20
SP carry, storm immune
Fort +2
Ref +7
Will +4
AL C

Cousins to the Gorgons, Harpies dwell in caves and exist to serve the gods as agents of punishment. They will torture and harass those on their way to the Underworld (Hades, Hell, whatever you care to call it, whatever it's nature).

When called upon to serve the gods, they are employed to abduct those the gods find deserving of punishment and take them to the source of vengeance and retribution. They can carry an individual, no matter their weight and encumbrance. Anything the gods might command them to fetch, they can carry. In other circumstances they have the equivalent of 3d5+1 Strength.

When bored, they will harass folks by stealing food and other significant objects.

They are always unhindered by storm winds despite the severity, and are sometimes heralded by such winds.

A Hapry can always fly at a faster speed than whatever other creatures around it can achieve. Take the flying speed of the fastest creature within 500' (be that "zero" or anything else) and add 1d6X10' to it to determine the Harpies current flying speed. This only changes if they encounter something faster than that, in which case the flying speed is re-determined.