Archive for May 20th, 2018

The Sand Monster

Some of the time, I think I’m in the wrong line of work. I mean, I can write, maybe not well, but certainly well enough to, say, churn out a remake of 1981’s laughably bad Blood Beach. What that’s, you say? Who in their right mind would remark Blood Beach? Well, you’ll have to ask Alex Greenfield and Ben Powell that question. My guess is that they wrote the laughably bad The Sand for the money, which presumably means there’s money to be made writing horrible movies. I wonder if The Asylum is hiring?

Presenting the Sand Monster for both Mutant Future and AD&D.

Alignment: Neutral
Movement: 45′ (15′), burrow 30′ (10′), swim 120′ (40′)
Armor Class: 9
Hit Dice: 18
Attacks: 1 (tendrils) or 4 (tentacles)
Damage: Paralysis or 2d6
Save: L9
Morale: 9
Hoard Class: None
XP: 9,000

Mutations: Burrowing, Gigantism, Unique Sense (vibrations)

The sand monster is an enormous mutant jellyfish that has adapted to life underground as well as in the water. Predatory and voracious, the sand monster burrows under a beach, lurking a few feet beneath the sand. It then spreads out its tentacles and tendrils, covering a 45-foot radius. Then, it lurks out of sight, using its highly attuned ability to sense vibrations to target its prey, which it tries to ambush. It prefers to attack with its tendrils, dozens of slender extensions that are covered with stinging cells that deliver a Class 11 poison (failed save causes 2d6 rounds of paralysis while a successful save results in half movement for 1d6 rounds). Against a helpless target, these tendrils shred flesh, killing the helpless victim in 1 round. If the sand monster abandons its subsurface position, it attacks with its powerful tentacles. These supple limbs can reach up to 30 feet, and they are also covered with the same type of stinging cells found on the tendrils.

Frequency: Very rare
No. Appearing: 1
Armor Class: 9
Move: 3″//12″ (3″)
Hit Dice: 18
% in Lair: 85%
Treasure Type: Nil
No. of Attacks: 1 or 4
Damage/Attack: Paralysis or 2-12
Special Attacks: Paralyzation
Special Defenses: Nil
Magic Resistance: Standard
Intelligence: Non-
Alignment: Neutral
Size: L (15′ long with 30′ long tentacles)
Psionic Ability: Nil
Attack/Defens Modes: Nil
Level/XP Value: IX/6,550 + 25/hp

The sand monster is a strange sort of giant jellyfish adapted to life beneath the sands of beaches. This monster burrows a few feet beneath the sand and then spreads out, covering about a 45-foot radius. It senses vibrations within this radius and uses those vibrations to target its prey. The sand monster usually attacks with its tendrils, the sting of which force a saving throw against poison to avoid 2-12 rounds of paralysis. Even if the saving throw is successful, the victim is slowed for 1-6 rounds. If the sand monster leaves its hiding place beneath the sand, it attacks with four powerful tentacles, each of which can reach up to 30 feet. A tentacle inflicts 2-12 points of damage and also carries the same poison as the tendrils.

May 20th, 2018  in RPG No Comments »