25 September 2017

SALT ORLOK

Init +5
Melee Atk
 • scratch +6 (1d4, special)
 • salt leeching +3 (special)
AC 17
HD 5d10+10 (38 hp)
MV 30
Act 3d20
SP un-dead, disguise, tanning averse
Fort +9
Ref +11
Will +13
AL C

The Salt Orlok is a devilish thing that preys from the shadows on humanoids, leaving death and chaos in its wake. Highly cunning, they often play upon the emotions of a single person or a very few, in order to open up opportunities for them to prey on many, many others, all the while using those few 'allies' as cover and protection for their horrible feasting.

The Salt Orlok can transmogrify itself into the appearance of any humanoid they have seen, including their voice and body language. They can also turn into small verminous animals, such as bats or rats.

Any persons or creatures struck down to 0 hit points by the Salt Orlok's scratch do not die, but fall into a deep, abiding sleep. Easy then to leech the salt from their bodies...

The first time a target is struck by the Salt Orlok's salt leeching ability they suffer 1d10+1d5 points of damage and drop one step on the Dice Chain for all actions and rolls for 1d5 Turns. The second time they are struck within the same day, they suffer a further 1d14+1d7 points of damage and drop two steps on the Dice Chain for 2d7 hours. The third time they are struck within the same day, they become barely conscious, unable to act, and must succeed at a "roll the body" check every hour, or die. Succeeding does not mean the character is returned to health, only that they don't die (yet). They will recover with care after 1d8+6 hours, or by other means the Judge rules will restore the body's chemical equilibrium. Consuming salt to replace lost salt is assumed to be a part of "recovery with care".

The physical damage done from each strike is not recoverable for an extra 24 hours. Thus the first strike's damage is not healed until a time of rest coming after 24 hours have passed, and the second strike's damage is not healed until after 48 hours have elapsed. If a new salt leeching strike occurs before these periods have passed, it is as if they have happened on the "same day". This is a supernatural effect, and includes the usual Clerical healing abilities, although Divine Aid may bypass the time frame.

The Salt Orlok is completely destroyed by this world's sunlight in 1d7 rounds. It can continue to act during it's disintegration. Apportion remaining hit points accordingly. If partially destroyed, the Salt Orlok can recover 1 round of damage in 1d100 years, preferring seclusion while doing so. This may punt the threat down to subsequent generations.

The Salt Orlok may have levels as a Wizard, as well their other hellish abilities, if the Judge so desires. Determine how many Hit Dice you wish to add to represent Wizard training. Check this new HD total on the Wizard Class chart to determine the number of spells they can have and what is the highest level, as if they were a Wizard of that number of Levels. So, adding three Hit Dice for Wizardry gives a Salt Orlok 8 Hit Dice and up to 12 different spells of up to 4th Level (as an 8th Level Wizard). Then for each spell they have, roll a d20 once, adding their new HD total. The result of each roll is the effect they can create for each spell, e.g., if one of the spells chosen is Levitate, and the roll was a total of 23, then when they manifest this spell they always do so with a result of 23 on the spell's result chart. If they generate a result of 'failure' or below for any spell, they do not have access to that spell after all, and there is no choosing a replacement. They can cast a number of times per day equal to 5 plus their new HD total, choosing any spell from their list each time when casting. When casting they must give up an Action Die, even though there is no roll.


BONUS!

MAGICAL ITEM!

The Rod of Strange Stars
This rod is topped with a large crystal with many facets of irregular shape and size. It can cast a beam of light that comes from one of 40 suns. Roll 1d16+1d14+1d12 -2 to determine which sun's light is transmitted through the rod each time it is activated. The beam has an effective reach as listed below and can be seen from a distance of 1/2 mile.

Make a list of 40 lines to represent each possible sun. As the rod is used, roll below for random light qualities of any given result (roll for each column separately) and jot down the qualities of that result:

                     "Pattern" or      Effective
Roll  Coloration     "Shape"           Range     Duration
1     Blue           Contiguous        120'      1d100 rounds
2     Red            Wavy              60'       1d20 rounds
3     Violet         Intermittent      30'       3d6 rounds
4     Orange         Dashed            10'       fist of dice rounds
5     White          Streaked          180'      half a fist of dice rounds
6     Black          Rotating          100'      2d30 turns
7     Green          Strobing          5'        1d16 turns
8     Yellow         Speckled          20'       1d8 turns
9     Pink           Rising Intensity  350'      1d4 turns
10    Out Of Space   Contiguous        1d100'    3d20 minutes

With much research it is possible to learn how to make the rod emit a particular sun's rays. Such research takes 1d3 weeks and 4d100 gold to unlock the 'secret' of 1d4 results of the rod, i.e., the special command to utter to cause a specific sun's rays to shine, the name/source of that sun, etc.





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.



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.]