Showing posts with label Spawn of Xumaltet. Show all posts
Showing posts with label Spawn of Xumaltet. Show all posts

Thursday, January 7, 2016

New Oe/1e/BX Monster: Eye Slime

This is a monster that I intend to include in PA2: Spawn of Xumaltet, the follow up to PA1: Vault of the Faceless Giants, and precursor to PA3: The Jahnu Prophecy.

From the definite extraplanar bent these adventures are taking, you can probably tell this is all going to be related to the Basic Guide to the Planes. This is really going to play a big part in the Xumaltet adventures (yes, plural adventures).

Xumaltet is really going to be more of a hex crawl as a module, with small self-contained (but very interwoven) adventures (the majority of which will be designed to play out within a single game session). Xumaltet will answer this question from Vault of the Faceless Giants... "Are there other planar rifts?" For now, that's all I'll say.



EYE SLIME

These horrid creatures appear as a tentacled slime littered with staring eyeballs. The eye slimes were originally created by Juiblex to aid in his quest for dominance of the 99th plane of the Abyss. However, over the ages, many of these abominations have slipped into the Material Plane, mostly from the Slime Pits (the 457th layer of the Abyss, Juiblex’s home realm where they eye slimes are bred).

In combat, an eye slime lashes out against a single opponent with a barrage of tentacles, doing 2d4 points of damage on a successful “to hit” roll. On a natural 20, the eye slime will succeed in grappling its opponent, and do an additional 1d6 points of squeezing damage. Every round thereafter, the eye slime will continue its hold, doing 1d6 points of damage per round until the victim or the eye slime is dead.

A +1 or better weapon is required “to hit” an eye slime, and they take half damage from bashing weapons. Additionally, they are immune to acid and cold, though the latter will slow them to half movement for 2d4 rounds.

Because an eye slime has 360° vision, it is never surprised except by invisible creatures (or similar), and thieves get no bonus for striking them from behind. However, an eye slime saves vs. blinding effects with a –5 penalty.


Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-3
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 4
% IN LAIR: 25%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 4
HIT DICE: 4-8*
MOVE: 180'(60')//60'(20')
ATTACKS: 1
DAMAGE: 2-8 or special
NO. APPEARING: 1-3
SAVE AS: Fighter:4
MORALE: 10
TREASURE TYPE: Nil
ALIGNMENT: Chaotic

Wednesday, November 25, 2015

New Oe/1e/BX Monster: Ectoplasmic Ooze

Given the expanding planar bent that the psionics adventures I've been writing (Vault of the Faceless Giants, Spawn of Xumaltet, The Jahnu Prophecy) have been taking, a creature like this seemed only natural.

ECTOPLASMIC OOZE


DESCRIPTION
Ectoplasmic oozes appear similar in size and shape to gray oozes, except that ectoplasmic oozes are bright green, give off a glowing green light, and are able to fly. Ectoplasmic oozes are common where stresses, rips and tears occur in the fabric of the planes.

Ectoplasmic oozes are not aggressive, but will defend themselves earnestly if attacked. On a successful “to hit” roll, an ectoplasmic ooze does 1d8 damage, and the ooze’s victim must save vs. paralysis or become entangled (similar to the magic-user spell web). A human of normal strength can break free of the goo in 2d4 turns, but smaller creatures will take considerably longer. Once a creature is entangled, the ooze begins draining 1 hit point per round until the victim is dead or the ooze has been killed. The ooze does not absorb these hit points; instead, the lost hit points dissipate into the fabric of the planes. An ectoplasmic ooze may not make any attacks while a victim is entangled. If the ooze is attacked while a victim is entangled, the ooze will “spit out” the victim in order to defend itself against other attackers.

A +1 or better weapon is required “to hit” an ectoplasmic ooze, and ectoplasmic oozes takes only half damage from energy attacks (i.e., heat, cold, electricity and sound). They are affected normally by acid and purely arcane forces (e.g., magic missile).



Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 1-6
ARMOR CLASS: 5
MOVE: 12"/12"
HIT DICE: 3+1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5
HIT DICE: 3+1
MOVE: 120'(40')/120'(40')
ATTACKS: 1 touch
DAMAGE: 1-8 + special
NO. APPEARING: 1-6
SAVE AS: Fighter:2
MORALE: 8
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Monday, July 27, 2015

New Oe/1e/BX Monster: Scrä-Worm

A few weeks ago, I featured a new monster race, the gorloght. The gorloght were the race enslaved by Xumaltet (the petty god of primal emotions and savage urges*) to fight the scrä-worms (the worm species mutated as a result of Xumaltet’s arrival on the plane). One of my planned psionic adventures (the one that will ramp up the characters to get them ready for The Jahnu Prophecy) is an adventure I'm tentatively naming Spawn of Xumaltet. I'm thinking it will take place in a large scale underground system (similar to Descent into the Depths of the Earth.) It will include the gorloght, the scrä-worms, and some new psionic monsters (in that 2-4 HD sweet spot). That's all I really have right now... some ideas. Now, without further ado, I present the scrä-worm.

SCRÄ-WORM


DESCRIPTION
When Xumaltet, the petty god of primal emotions and savage urges, first found his way to the Prime Material Plane from the darkest realms of the Dream Lands, his arrival created a massive cloud of subconscious residue. This residue lingered there, mutating the early nematode life living there, and creating the genetic forefathers of the large, semi-intelligent race of creatures that have since come to be known as the scrä-worms. The same subconscious residue that gave them semi-intelligence, also gave their ids dominance, causing these creatures to be driven by their needs, wants, desires, and impulses, particularly their sexual appetites and aggressive drives. If they see something they want, they take it, and they’re not opposed to killing other scrä-worms to get it.

These slender, hammer-headed flatworms measure nearly 6' in length, with a head approximately 12" wide. They are moderately slow, but attack with a forceful blow from their hammer-heads, doing 2d6+2 on a successful “to hit” roll. Additionally, on a natural “to hit” roll of 20, a scrä-worm will strike the head of its target, creating confusion in its victim, with one of the following effects (roll 2d6):
ROLLACTION
2-5attack closest target
6-8do nothing
9-12flee in fear
Scrä-worms are incredibly resilient. They take only half damage from acid and fire-based attacks, take no damage from cold though it slows them to half movement (2d6 rounds), and electrical attacks restore their hit points (up to their normal maximum).

Given their libidinous behavior, there is a 50% chance a scrä-worm lair will have 2d4 young with half the stats of an adult.

Scrä-worms are the natural enemies of the gorloght, the race that Xumaltet enslaved to fend off the ever-growing population of scrä-worms.

* See Petty Gods: Revised & Expanded Edition

Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 7
MOVE: 6" (6")
HIT DICE: 5
% IN LAIR: 50%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-14
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: Chaotic evil
SIZE: L (6' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 7
HIT DICE: 6*
MOVE: 60'(20') (60'(20'))
ATTACKS: 1 slam
DAMAGE: 4-14
NO. APPEARING: 1-2 (2-20)
SAVE AS: Fighter:3
MORALE: 11
TREASURE TYPE: D
ALIGNMENT: Chaotic


Monday, June 1, 2015

New Oe/1e/BX Monster: Gorloght

GORLOGHT


DESCRIPTION
The gorloght (pron. “gore-loft”) are a race of deep-dwelling,
neanderthal-like humanoids with protruding brows and milky white eyes. When Xumaltet, the petty god of primal emotions and savage urges, arrived on the Prime Material Plane, the gorloght were one of the first races he enslaved, employing them as soldiers to fight the ever-growing number of scrä-worms (the worm species mutated as a result of Xumaltet’s arrival on the plane).

The milky white eyes of the gorloght cause a form of hypnosis. Any creature looking up a gorloght must save vs. paralysis or be open to suggestion (a word or phrase suggesting a course of action desirable to the gorloght) for a duration of 3 turns. However, the gorloght speak only their own language, so only those creatures who speak the gorloght tongue, have natural psionic ability, or employ a psionic or mental device (e.g., a helm of telepathy or a medallion of ESP) are susceptible to the suggestions of a gorloght.

Although the gorloght are generally very primitive tool-makers, they have mastered the art of obsidian flintknapping. A wound caused by an obsidian blade of gorloght making does 1d6 damage on a successful “to hit” roll, but also causes the victim to lose 1 additional hit point per round thereafter, until the wound is sutured or a healing spell is used on the victim.

For every 10 gorloght encountered, there will be a sub-chief with 3+3 HD, fighting as a 3 HD fighter, and saving as a 3 HD dwarf. For every 20 gorloght encountered, there will be a tribal chief with 4+4 HD, fighting as a 4 HD fighter, and saving as a 4 HD dwarf. Furthermore, there is a 50% chance this chief will speak common, making them able to communicated with hypnotized victims, even those hypnotized by other gorloght.

Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 4-40
ARMOR CLASS: 9
MOVE: 12"
HIT DICE: 2+2
% IN LAIR: 20%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: None
MAGIC RESISTANCE:
Saves as 2nd level Dwarf
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M (5' tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 8
HIT DICE: 2+2
MOVE: 120'(40')
ATTACKS: 1 fists or
weapon or special
DAMAGE: 3-8 (or by weapon
+2 due to Strength) or special
NO. APPEARING: 4-40
SAVE AS: Dwarf:2
MORALE: 9
TREASURE TYPE: Nil
ALIGNMENT: Neutral