Showing posts with label ecology. Show all posts
Showing posts with label ecology. Show all posts

Architectural Mimics


Everyone who's ever delved in a dungeon knows treasure chest mimics (Mendax arca). They're the most common and successful species of mimic in the dungeon ecosystem thanks to their highly effective bait, but the average dungeon is home to other, rarer species of mimic as well.

Architectural mimics inhabit dungeons alongside their flashier cousins and often go unnoticed due to their excellent camouflage. Their stealth and the wide variety in their hunting methods make them much more dangerous than sessile Chest Mimics. They're faster, more tenacious, and much more intelligent; often choosing specific targets instead of blindly attacking the first prey to wander close. Species in the architectural genus also regularly cooperate, living in mutualistic and commensal symbiosis with each other and other dungeon fauna and, in the case of Statue Mimics, hunting in packs.

While the odds of encountering one of these fascinating creatures is low, it's wise to keep a careful eye on your surroundings. Anything you see could be a mimic lying in wait.

All mimics require a:

DC 17 DEX save to avoid their initial ambush/getting grabbed
DC 16 STR check to break free once grabbed/entangled
DC 15 CON save to resist their venoms/toxins


1 Brick (Calumnia elidocaput)
Replace individual bricks and masonry elements in walls and ceilings. When prey passes below they leap down aiming for the head. Sometimes they live in floors and cause falls by shifting violently underfoot, but prefer a gravity-assisted ambush. Exactly as heavy as a brick. (1d12 damage)

2 Beams (Calumnia destructans)
Replace load-bearing structures like trusses and support pillars, then use their own weight as well as the collapsing rubble to crush prey. (3d12 damage)

3 Pillar (Calumnia incingodes)
Wraps itself around existing pillars in a thick skin that looks like carved stone. Occasionally have spots of faux cut gems and precious metals to make themselves even more alluring. When prey comes to examine the carvings it peels away from the column and falls, pinning the prey under a suffocating sheet of muscle. (1d8 damage/turn)

4 Arch (Calumnia fornixae)
Lines the inner surface of existing arches and exudes fine, nearly invisible threads coated with cnidocysts. Crawls down to devour paralyzed prey after they walk through its web. (1 CON damage, save or be paralyzed for 6 turns)

5 Door (Calumnia portico)
Embeds itself in walls leaving only its jaw-panel and lip-jambs visible. When prey opens its jaw it strikes with sets of inner pharengeal jaws to grab and draw them in. (3d6 damage/turn)

6 Trapdoor (Calumnia operculata)
Embeds itself mouth-up in the floor and waits for prey to investigate. The jaw looks like a concealed hatch and the first 10' of its esophagus resembles a stone shaft with a sturdy ladder. Snaps its mouth shut and starts chewing once prey is fully inside. (2d6 damage/turn)

7 Flooring (Calumnia tenax)
A communal species that replaces sections of planks, tiles, stones, and other joined floor materials. They secrete a sticky, numbing mucus that traps and slowly digests prey. (DEX save to not fall over, CON save to resist going numb, STR save to break free)

8 Mosaic (Confictura tessellatus)
Adheres to floors, walls, and ceilings. Lays dormant until it senses heat, then leaps off the surface it's on to engulf the prey and grind them to paste with its sharp radula-like tiles. (1d10 damage/round)

9 Stairs (Calumnia vorago)
Graft themselves between floors and hibernate until prey climbs on them. When they sense weight they open their mouths, retracting pseudo-step teeth to drop prey into their waiting stomach. They prefer large meals and rarely eat individual prey, targeting groups of two or three instead. The weight threshold needed to attract their attention is high. (2d12 damage/turn, STR save to climb out)

10 Railing (Calumnia cancelli)
Replaces banisters, safety rails, and low walls. They prefer locations near sheer drops, the more precipitous the better, but can be found anywhere. They lay dormant until prey leans on them. When they sense weight their either give way so the prey falls to their death, or entangle limbs and inject a paralytic venom depending on the subspecies. (Save or 1d20+5 fall damage) OR (Save or be paralyzed, 1d4 damage/turn)

11 Pipes (Calumnia fistulata)
Insinuate themselves in the plumbing of a building. They passively carry whatever the system transports until they sense prey, then spray their contents in a surprise attack. Capable of withstanding extreme temperatures, pressure, and corrosives. Occasionally replace sinks with mouths. (Save or be drenched in and damaged by pipe contents)

12 Gutter (Calumnia fistulata canalis)
Related to Pipe Mimics and sometimes thought to be a larval instar. They attach to the edges of roofs and embed near walkways, collecting runoff and mixing it with digestive juices to produce a rank slurry they spray on passing prey. (1d12 acid damage)

13 Sewer (Fictus cloacarius)
Giant wormlike mimics that burrow under cities. Their guts resemble spacious stone masonry tunnels and can actually function as sewers. They rely on the sewer ecosystem they host for sustenance and aren't particularly interested in individual adventurers. It's uncertain if they even notice a single humanoid's presence at all. When seriously irritated or injured they can contract their passages and crush everything inside. (Contracts if it takes 100 damage at once, 300 in an hour, 1000 in a day, or 3000 in a month.)

14 Fountain (Fictus immergo)
Plants itself near a source of running water to fill its basin. It's an opportunistic feeder and mostly relies on the insects, birds, and small animals that are drawn by an open pool of water, but will eagerly snare and drown larger prey. (Save to break free or drown in 6 rounds)

15 Window (Calumnia prospectans)
Embed themselves in walls and display high-resolution decoy images of an outside world using a sophisticated combination of chromatophores and bioluminescence. When prey tries to look through or open them they spring off the wall and engulf it in a sticky, membranous digestive sac. (Save to break free or suffocate in 3 rounds)

16 Mirror (Confictura indico)
Adhere to walls and doors. They can attack by flinging shards of crystalline exoskeleton but rarely break cover. They hunt cooperatively with other monsters, distracting prey with a false reflection of their surroundings that edits out any threats. Once the other monsters have finished they crawl down to scavenge the remains. (-2 to detecting ambushes and hidden creatures)

17 Light fixture (Confictura lucerae)
Come in a wide variety of forms from grand chandeliers to freestanding floor lamps to tiny sconces and table lamps. They're entirely peaceful decomposers that don't hunt. Easily startled and shy, they light up in alarm when creatures move nearby and flash blindingly when frightened. The can be calmed back to darkness with food. (Roll 3x as many encounters while lit)

18 Wallpaper (Confictura ornata)
Coats the walls of a room in a thin, tough layer of opaque tissue. The skin is porous, providing a habitat for symbiotic molds to grow inside, which produces a distinctive musty smell. When prey comes near it ripples, releasing clouds of toxic spores from its symbionts. (1 WIS damage, save or hallucinate for 6 turns)

19 Soft furnishings (Confictura stragula)
A communal species of threadlike individuals intertwined in soft nest-sheets. Their flexible multicolored bodies let them convincingly reproduce all kinds of textiles, from rugs to curtains to tapestries. When prey touches the nest it unfurls, individuals spooling out to entangle and garrote them. (1d6 damage/turn, save to break free or suffocate in 6 turns)

20 Statue (Confictura effigus)
The most mobile and energetic species of mimic. They hide inside their ornate sculptural exoskeletons and wait for prey to pass by, then begin actively stalking. They're stealthy and prefer to attack from ambush but will run down prey in a high-speed chase if necessary.
Often confused with Living Statues, statue mimics are flesh and blood creatures in shells, not awakened art.
(4HD, 17 AC, 60', 3 attacks/turn (1d10/1d10/1d12+4))


Extra rare!

Treasure (Confictura preciosa)
These small mimics look like individual artifacts and pieces of treasure. They hibernate until they sense heat, then become active and emerge from their shells. Usually the "treasure" portion of their body is an elaborate exoskeleton, but you'll occasionally find them living inside an actual hollow artifact like a hermit crab. They're curious, relatively gentle, and can be interesting pets if fed and cared for properly.

Medicinal Amphibians


(Up from the depths crawls Penicillin Vol.3! Not only is it an early release, it's on sale. Go buy it, commune with it, absorb it into your being. This latest volume's almost twice as long as the last two and the unofficial theme is d r u g s, hallucination, and other altered states. The art is gorgeous. The material is system-agnostic and inspiring. It's incredible and you need it.)

Usually when you see a frog, toad, newt, or whatnot in fiction it's either of the "really generally poisonous" or the "gets you high" varieties. That's fairly realistic (because dosages are king in pharmacology), but I wanted more, so here's a suite of tables to generate medicinally useful amphibians of your very own! They're pretty self-explanatory, though you may need to look up some terms if you're not familiar with biology, ecology, and pharmacology. (Go wiki-walking! Learn! It's good for you!)


 While you're researching, here are some topics of interest when it comes to real-world amphibians (that can also be adapted for use in games):

 - Aposematism: Honest warning coloration on animals. It's often bright colors, but applies to any distinctive coloration or pattern that makes the creature conspicuous and says "go away" when you really should leave it alone.

 - Ecological indicators: Indicator species are plants and animals that are highly sensitive to changes in their habitat. When they're thriving, it's a good sign for the whole area. When they're declining, it's a sign that something's wrong and you need to sit up and take notice. Amphibians are often important indicator species because their highly permeable skin and water-reliant lifecycle makes them very vulnerable to pollution and disruption in their habitats.

 - The real-life toxins produced by amphibians in nature. They tend to fall into a similar band of nerve-disrupting chemicals and are absolutely fascinating.


 What's cool about these is that usually the amphibian doesn't produce the toxin itself. It gets it from its diet of other poisonous things (usually insects), either by sequestering the chemicals in their tissues or transforming them from a precursor chemical found in their prey to something even more toxic. If these amphibians are caught and kept, they'll gradually lose their toxicity because their diet in captivity doesn't contain the right chemicals. If they're raised in captivity and never eat a wild diet, they're not poisonous at all!

 This is why you have to adventure/quest for your medicinally valuable amphibians, they can't be farmed and still retain their potency. (Unless you create a free-range amphibian ranch, which sounds adorable.)



 Once you've finished reading about the delightful, mildly morbid world of poisonous amphibian toxicology, roll some dice!

 For some of the tables I've only given guidelines, it's up to you to fill in the details and make it work. Like the coloration table. If you roll "brilliant" it could be brilliant blue, red, orange, whatever so long as it's retina-searing and screams "do not eat!" Follow your heart and make something cool.

 (Remember! If you'd like to own these tables in a PDF or print format, along with all the excellent work from other contributors, go grab yourself a copy of Penicillin Vol.3.)

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Type (d6)
1) Frog
2) Toad
3) Newt
4) Salamander
5) Axolotl
6) Caecilian

Size (d6)
1) Tiny - Fits on fingertip
2) Small - Fits on finger
3) Medium - Fits on palm
4) Large - Fits on whole hand
5) Huge - Need two hands to lift
6) Massive - Larger than a cat

Skin Texture (d8)
1) Smooth
2) Smooth
3) Smooth
4) Rough
5) Bumpy/warty
6) Wrinkly
7) Spiked/horned
8) Dendritic/lacy

Coloration (d10)
1) Dull/earth tones
2) Subtle
3) Bright
4) Brilliant
5) Iridescent
6) Metallic
7) Translucent
8) Achromatic/grayscale
9) Roll again x2
10) Roll again x3

Pattern (d12)
1) Solid
2) Countershaded
3) Zones/patches of color
4) Spots
5) Flecks of color
6) Mottled/camouflaged
7) Stripes
8) Single stripe
9) Characteristic symbol/shape (like a black widow's hourglass)
10) Mobile/changing (chromatophores)
11) Roll again x2
12) Roll again x3

Body Shape (d6)
1) Average proportions
2) Slender/skeletal
3) Beefy/solid
4) Round/chunky
5) Stubby limbs
6) Flabby

Potency (1d8)
1) Weak - Need 10 to affect 1 adult human
2) Moderate - Need 1 to affect 1 adult human
3) Strong - Need 1 to affect 5 adult humans
4) Dangerous - Need 1 to affect 10 adult humans
5) Lethal - Need 1 to affect 100 adult humans
6) Increases with exposure - Starts weak and gets 1 degree stronger each time it's used after until it's lethal
7) Decreases with exposure - Starts lethal and gets 1 degree weaker each time it's used after until it's weak
8) Placebo

Habitat (d12)
1) River
2) Pond
3) Marsh/wetland
4) Bog
5) Vernal ponds
6) Stagnant water
7) Forest floor/understory
8) Trees
9) Jungle/rainforest
10) Epiphytes
11) Prairie/grassland
12) Desert

Administered By (d20)
(H is harmless to the creature, NL is not lethal but stressful, and F is fatal to it)
1) Skin contact (H)
2) Hold to an open wound (H)
3) Press to eyeball (H)
4) Lick it (H)
5) Soak it in oil and mix the oil into food (H)
6) Sit in a sweat lodge/sauna with them and breathe the steam (H)
7) Run on gums/under tongue (NL)
8) Just hold it in our mouth for a while, then spit it out (NL)
9) Wash it in alcohol and drink the tincture (NL)
10) Blotting paper (NL)
11) Eat it (1 whole, 2 raw, 3 dried, 4 powdered) (F)
12) Pills (F)
13) Mixed into tea or broth (F)
14) Snort it (F)
15) Smoke it (1 dried whole, 2 powdered, 3 mixed with resin, 4 shredded) (F)
16) Cut out the parotoid glands and squeeze into eyes (F)
17) Render down the skin, put drops of the liquid in boiling water and breathe the steam (F)
18) Render down the skin, apply liquid to a skewer/needle and stab the patient (F)
19) Roll again x2, the second method is less effective (1 lower potency)
20) Roll again x3, the second method is more effective (1 higher potency), the third method is lethal

Toxin Effect (d60)
1) Analgesic/numbing
2) Anesthetic
3) Sedative
4) Soporific/hypnotic
5) Serenic (decreased aggression)
6) Choleric (induces aggression)
7) Oneirogen (dream producing)
8) Narcotic
9) Hallucinogenic - Psychedelic
10) Hallucinogenic - Dissociative
11) Hallucinogenic - Deliriant
12) Stimulant
13) Depressant
14) Orexigenic (appetite stimulant)
15) Anoretic (appetite depressant)
16) Emetic
17) Laxative
18) Vasodilator
19) Vasoconstrictor
20) Hemorrhagic
21) Anticoagulant
22) Coagulant
23) Antipyretic (fever reducer)
24) Anti-inflammatory
25) Antihistamine
26) Diuretic
27) Contraceptive
28) Conceptive
29) Aphrodisiac
30) Anaphrodisiac (decreases libido)
31) Immunosuppressant
32) Vertigo (balance disruptor)
33) Irritant/inflammatory
34) Capsaicin analog (just pain/burning)
35) Menthol analog (chemical frostbite)
36) Blistering/caustic
37) Necrotic
38) Neurotoxic
39) Antibacterial
40) Antifungal
41) Antiviral
42) Antiparasitic
43) Antimiotic (disrupts cell division)
44) Paralytic
45) Hyperactive nerve conduction (seizure, paralysis, heart attack)
46) Hypoactive nerve conduction (peripheral nerve signaling blocked, paralysis, suffocate)
47) Antispasmodic
48) Muscle relaxant
49) Anxiogenic (increases anxiety)
50) Increased suggestibility
51) Induces insomnia
52) Eugeroic (promotes wakefulness)
53) Nootropic (enhances memory/thought)
54) Euphoriant
55) Entheogen (induces spiritual experiences)
56) Roll again x2
57) Roll again x3
58) Roll again x4
59) Roll again x5
60) Placebo