The Eighth Day

Have you seen Bearded Devil? No? Well, click on that link and check it out. There’s some cool stuff featured there. The site first caught my attention due to a shared pic of the “Zymotic Ward Rookery”. Click here to see what I’m talking about. What most caught my attention in the pic was the bottom right corner’s headline about a “Fluxcat Infestation”. I have no idea what a fluxcat is beyond the information in that one paragraph, but I do know that day eight of twelve means I need to write up my version of the critter.

On the eighth day of searching / My party came upon: / eight mewling fluxcats, / seven rapid oozes / six vile ogbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The fluxcat is a magical feline brought to the Material Plane from Limbo, probably by some plane-hopping wizard. The creatures escaped captivity or were set free, and have bred and spread, especially in certain cities. The fluxcat appears much like a domestic cat, except for its distorted face and trifurcated tail covered with scintillating fur.

AD&D Version

Frequency: Rare
No. Appearing: 2-12
Armor Class: 6
Move: 12″
Hit Dice: 2-5 hit points
% in Lair: 25%
Treasure Type: Nil
No. of Attacks: 3
Damage/Attack: 1-2/1-2/1
Special Attacks: See below
Special Defenses: Surprised 1 in 6 times
Magic Resistance: 15%
Intelligence: Semi-
Alignment: Chaotic neutral
Size: S (1′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: II/36 + 1/hp

The fluxcat is an efficient hunter, moving with grace and stealth. It suprises others 5 in 6 times, and its keen senses mean it’s surprised only 1 in 6 times. The fluxcat is capable of bursts of speed, doubling its movement rate to 24″ for 1-4 rounds every turn. The fluxcat attacks with its claws and sharp teeth. If both front claws hit, the fluxcat rakes with its rear claws for 1-2/1-2 points of damage.

Once per turn, the fluxcat may emit a variegated yowl. Flashes of various colors accompany this unearthly noise, which affects a cone 1″ long with a 1/2″ base diameter. Creatures caught in the cone must make a saving throw versus spells. The effect of a failed save depends on the victim’s Hit Dice. A victim with 1 or fewer Hit Dice is confused. A victim with 2-4 Hit Dice is stricken with a debilitating headache, and one with 5-6 Hit Dice suffers bleeding, usually from the nose. Each of these effects lasts for 2-8 melee rounds. The debilitating headache imposes a -2 “to hit” penalty on attack rolls and a 10% chance of spell failure. Each round of bleeding has a 25% chance of causes 1 hit point of damage due to blood loss.

The fluxcat’s strange tails are useful as “reagents for transmutation potions.” A fluxcat’s tails can fetch prices as high as 50 gold pieces each.


5E D&D Version

Tiny aberration, chaotic neutral

Armor Class 13
Hit Points 7 (2d4+2)
Speed 30 ft., climb 20 ft.

Ability Scores STR 5 (-3), DEX 17 (+3), CON 12 (+1), INT 5 (-4), WIS 14 (+2), CHA 9 (-1)

Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 1/4 (50 XP)

Burst of Speed (Recharge 5-6). The fluxcat can move up to its speed as a bonus action.

Keen Sight and Hearing. The fluxcat has advantage on Wisdom (Perception) checks that rely on sight or hearing.

Magic Resistance. The fluxcat has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The fluxcat makes three attacks: two with its claws, one with its bite. Its claws score a critical hit on a roll of 19 or 20.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Variegated Yowl (Recharge 6). The fluxcat emits a bizarre yowl accompanied by flashing colors that affects a 10-foot cone. Each creature in the area must make a DC 13 Wisdom saving throw. Roll 6d10; the total is how many hit points of creatures the cone can effect. Creatures are affected in ascending order of their current hit points (ignoring unconscious creatures). A creature that fails its saving throw by more than 5 or more becomes confused (as per confusion). A creature that fails its saving throw by more than 2 but less than 5 suffers a debilitating headache (treat as poisoned). Any other creature that fails its saving throw starts to bleed, suffering 1 point of damage at the start of its turn. Each of these different effects lasts for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

January 1st, 2019  in RPG No Comments »

The Seventh Day

Day seven oozes over the eastern horizon a whole lot faster than expected.

On the seventh day of searching / my party came upon: / seven rapid oozes / six vile ọgbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The rapid ooze resembles a fluid filled membrane about two feet across. A rapidly pulsating nucleus is visible floating in its protoplasmic interior. The whole ooze vibrates continuously.

AD&D Version

Frequency: Rare
No. Appearing: 1-10
Armor Class: 6
Move: 12″
Hit Dice: 1+1
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 1-4
Special Attacks: See below
Special Defenses: See below
Magic Resistance: See below
Intelligence: Animal
Alignment: Neutral
Size: S
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: III/126 + 2/hp

Unlike many oozes, slimes, and puddings, the rapid ooze is neither slow nor dangerously acidic. The rapid ooze is an aggressive predator. It is semi-transparent, and its malleable form can squeeze into or through narrow spaces. Thus, the rapid ooze surprises prey on a 1-4. Thousands of stinging cells cover its outer membrane. Any creature touching this membrane takes 1-4 points of damage and must make a saving throw versus paralyzation (as if hit by the rapid ooze). The rapid ooze attacks with a whip-like pseudopod. A creature hit by the rapid ooze must save versus paralyzation or be anesthetized for 2-12 melee rounds. The rapid ooze then engulfs as much of its prey as it can. Its digestive enzymes inflict 1-4 points of damage each melee round.

The rapid ooze can be hit by all forms of weapons, but it takes only half damage from blunt weapons. Cold does not affect a rapid ooze unless it fails its saving throw, in which case it is slowed 50%. Electricity, fear, hold spells, paralyzation, polymorph, and sleep based attacks have no effect on the rapid ooze.


5E D&D Version

Small ooze, unaligned

Armor Class 14 (natural armor)
Hit Points 13 (3d6+3)
Speed 30 ft.

Ability Scores STR 8 (-1), DEX 15 (+2), CON 12 (+1), INT 3 (-4), WIS 12 (+1), CHA 6 (-2)

Skills Stealth +4
Damage Resistances cold; bludgeoning
Damage Immunities lightning
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
Languages
Challenge 1 (200 XP)

Amorphous. The rapid ooze can move through a space as narrow as 1 inch wide without squeezing.

Pack Tactics. The rapid ooze has advantage on an attack roll against a creature if at least one of the rapid ooze’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Stinging Cells. A creature that touches the rapid ooze or hits it with an unarmed melee attack must make a DC 13 Dexterity saving throw or take 2 (1d4) piercing damage and be paralyzed for 1 minute. A paralyzed target can attempt at DC 13 Constitution saving throw at the end of each of its turns, ending the effect on a success.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must make a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Engulf. The rapid ooze moves up to its speed. While doing so, it can enter Small or smaller creature’s space. Whenever the rapid ooze enters a creature’s space, the creature must make a DC 13 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the rapid ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the rapid ooze enters the creature’s space, and the creature takes 2 (1d4) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 7 (3d4) acid damage at the start of each of the rapid ooze’s turns. When the rapid ooze moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the rapid ooze.

December 31st, 2018  in RPG No Comments »

The Sixth Day

On day six, I take a bit from Igbo culture, but with little emphasis on accuracy. The ọgbanje is an evil spirit that is born into a child’s body, which then dies prematurely to be reborn in another child’s body, bringing sorrow to the family the ọgbanje has chosen to plague. The ọgbanje, so I’ve read, are referenced in Chinua Achebe’s first novel, Things Fall Apart, a tale set in pre-colonial Nigeria. I’ve not read the novel, but I’ve read good things about it. It’s on my Amazon wishlist.

On the sixth day of searching / My party came upon: / six vile ọgbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The ọgbanje is a demon that changes places with a young child, often an infant. It spreads disease and suffering for a time, and then departs, leaving behind that the child’s corpse. The ọgbanje rarely associates with others of its kind, but it is not unknown that a larger community may attract the attention of several ọgbanje, often as a result of an evil curse.

AD&D Version

Frequency: Very rare
No. Appearing: 1 (10% chance of 2-8)
Armor Class: 8
Move: 15″
Hit Dice: 3
% in Lair: 5%
Treasure Type: R
No. of Attacks: 1
Damage/Attack: 1-3
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 25%
Intelligence: Very
Alignment: Chaotic evil
Size: S (1′ to 2′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: IV/200 + 3/hp

The ọgbanje resembles a young human child, a role that it plays with consummate skill (imitating a specific child with 90% accuracy). Its senses of hearing and smell are exceptional, and its sense of sight is supernatural. The ọgbanje is surprised only 1 in 6 times, and it can detect invisibility. Its evil nature is hidden from divination by a continuous obscure alignment. The ọgbanje has several supernatural powers, which it can employ at will, one at a time, during a turn or melee round as applicable: audible glamer, emotion, ESP, misdirection, non-detection, putrefy food and drink, and suggestion. Once per day, it may cause disease and change sticks to snakes, the latter as if the ọgbanje were a 10th-level cleric.

If forced to fight, the ọgbanje takes half damage from cold, lightning, and fire. It bites with retractable fangs. Its bite forces a saving throw versus poison. The ọgbanje can also spit venom, spraying it up to 3″ at any single creature, which must make a saving throw versus poison.

In its natural form, to which it reverts if slain, the ọgbanje resembles a child-sized monster with a squat, bloated body, spindly limbs, and a gaunt, noseless face.


5E D&D Version

Small fiend (demon, shapechanger), chaotic evil

Armor Class 14
Hit Points 18 (4d6+4)
Speed 40 ft.

Ability Scores STR 8 (-1), DEX 18 (+4), CON 12 (+1), INT 12 (+1), WIS 14 (+2), CHA 16 (+3)

Skills Deception +5, Insight +4, Perception +4, Persuasion +5, Stealth +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Common
Challenge 2 (450 XP)

Innate Spellcasting. The ọgbanje’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

Continous: see invisibility
At will: fear, nondetection, suggestion
1/day: contagion

Keen Hearing and Smell. The ọgbanje has advantage on Wisdom (Perception) checks that rely in hearing or smell.

Magic Resistance. The ọgbanje has advantage on saving throws against spells and other magical effects.

Shapechanger. The ọgbanje can use its action to polymorph into any Tiny or Small humanoid it has seen, or back into its true form. Its statistics are the same in each form, except perhaps for its size. While in humanoid form, the ọgbanje is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d3+4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much on a successful one.

Spittle. Ranged Weapon Attack: +6 to hit, range 10/40 ft., one creature. Hit: 4 (1d8) poison damage, and the target is blinded until the end of its next turn. The target must make a DC 14 Dexterity saving throw. The target takes half as much damage and isn’t blinded with a successful save.

Read Thoughts. The ọgbanje magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the ọgbanje can continue reading its thoughts, as long as the ọgbanje ‘s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the ọgbanje has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Snake Swarm (1/Day). The ọgbanje magically calls a swarm poisonous snakes. The called creatures arrive in 1d4 rounds, acting as allies of the ọgbanje and obeying its spoken commands. The beasts remain for 1 hour, until the ọgbanje dies, or until the ọgbanje dismisses them as a bonus action.

December 30th, 2018  in RPG No Comments »

The Fifth Day

No history lesson with today’s post. Just a post. I was tempted to go for the obvious on day five and write up five magical rings. As you can see, I resisted temptation. The spells marked with an asterisk that are listed for the AD&D version of the monster all come from Oriental Adventures. (N.B. That link is an affiliate link.)

On the fifth day of searching / My party came upon: / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The hungry thing is an unpredictable spirit creature. It embodies hunger, and in life it was most likely a gluttonous person. Commoners fear the hungry thing, for its appetite cannot be sated, and a single hungry thing can devour much if not all of what a village may have to feed its populace. Worse still, the hungry thing’s obsessive need to eat may lead it to consume living creatures, including sentient ones such as humans.

AD&D Version

Frequency: Very rare
No. Appearing: 1-6
Armor Class: 2
Move: 9″/12″
Hit Dice: 8+8
% in Lair: 10%
Treasure Type: G
No. of Attacks: 1
Damage/Attack: 2-16
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 60%
Intelligence: Average
Alignment: Chaotic neutral
Size: M to L (5′ to 12′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: VII/2,000 + 12/hp

The hungry thing is a lesser spirit. It has several supernatural powers, which it can employ at will, one at a time, during a turn or melee round as applicable: become ethereal, ghost light, invisibility (self only), polymorph self, telekinesis (up to 2,000 gold pieces weight), and wind breath. The hungry thing can only be hit by magical weapons.

The hungry thing attacks with its bite, which is strong enough to inflcit 1 point of structural damage on fortifications. Wounds inflicted by this bite do not heal naturally. Magical healing is required. The hungry thing regains lost hit points equal to the damage it inflicts with a bite. With every successful bite attack, the hungry thing grows 1 foot. When it reaches 8 feet tall, the hungry thing becomes size large, and it flies into a feeding frenzy that lasts for 5-10 melee rounds. While in a feeding frenzy, the hungry thing attacks twice per round, and it cannot distinguish between friend or foe.


5E D&D Version

Medium undead, chaotic neutral

Armor Class 16 (natural armor)
Hit Points 104 (16d8+32)
Speed 20 ft., fly 30 ft.

Ability Scores STR 17 (+3), DEX 10 (+0), CON 14 (+2), INT 11 (+0), WIS 8 (-1), CHA 13 (+1)

Damage Resistances necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhausted, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages any it knew in life
Challenge 9 (5,000 XP)

Frenzied Bites. While in a feeding frenzy, the hungry thing may make a bite attack as a bonus action.

Innate Spellcasting. The hungry thing’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: alter self, etherealness (self only), invisibility (self only), telekinesis

Siege Monster. The hungry thing deals double damage to objects and structures.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) bludgeoning damage plus 4 (1d8) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the hungry thing regains hit points equal to that amount. The reduction lasts until removed by a cure wounds spell or other magic. The target dies if its hit point maximum is reduced to 0.

Ghost Light (Recharge 6). The hungry thing magically creates a glowing orb of spectral light that sheds dim light in a 10-foot radius for 1 minute. As an action on its turn, the hungry thing can move the ghost light up to 30 feet to a new spot within 120 feet that it can see. A creature that starts its turn in the radius of the ghost light must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. If the creature ends its turn in a location where it does not have line of sight to the ghost light, the creature can make a Wisdom saving throw. On a successful save, the creature is no longer frightened. The ghost light ends if the hungry thing dismisses it as a bonus action or creates a new ghost light.

Wind Breath (Recharge 6). The hungry thing exhales wind in a 60-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw or take 10 (2d6+3) bludgeoning damage and be knocked prone. Open flames in the area are extinguished.

Reactions

Feeding Frenzy (Recharges after a Short or Long Rest). When the hungry thing inflicts bite damage on a creature, it must succeed on a DC 16 Wisdom saving throw or fly into a feeding frenzy. In a feeding frenzy, the hungry thing’s size becomes Large. It has advantage on Strength checks and Strength saving throws. Its bite attack deals 2 (1d4) extra bludgeoning damage. The feeding frenzy lasts for 1 minute, and during this time the hungry thing must move toward and attack the nearest creature, if possible.

December 29th, 2018  in RPG No Comments »

The Fourth Day

Down to today, swarms of insects remain a serious problem in many parts of the world. The damage insect swarms can cause staggers the imagination. For example, a locust swarm in 1915 stripped Syria and surrounding areas of almost all vegetation, leading to the Great Famine of Mount Lebanon and the deaths from hunger and disease of nearly half that region’s population.

On the fourth day of searching / My party came upon: / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The burning swarm is the name given to vast hordes of a terrifying, insect-like creatures that come from the Para-Elemental Plane of Magma. Individually, each creature resembles a locust, but one made from hot ash and scorching pebbles. The burning swarm rarely finds its way onto the Material Plane, which is a blessing, for the swarm can cause enormous destruction.

AD&D Version

Frequency: Very rare (common on the Para-Elemental Plane of Magma)
No. Appearing: 100-1,000 (or more)
Armor Class: 2
Move: 3″/15″
Hit Dice: 1 hit point
% in Lair: 0%
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 2-12
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Animal
Alignment: Neutral
Size: S (1″ long)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: VII/2,150 XP per 1/2″ radius (see below)

Hundreds to thousands of a tiny, locust-like creatures comprise the burning swarm. Individually, each tiny elemental poses little threat. It has but 1 hit point, and, while quite hot, can inflict at most 1 point of damage to exposed flesh.

As a swarm, however, these para-elementals pose serious danger. The burning swarm covers a 1/2″ radius per 100 creatures in the swarm. These radii do not need to be connected to each other, for the burning swarm can break apart and reform while it moves. Creatures within the area of the burning swarm have their vision obscured to 1″ due to the smoke and the roiling mass of flying para-elementals. Creatures within the area of the burning swarm also suffer 2-12 points of damage from the intense heat and toxic smoke for each melee round within the swarm, regardless of armor class. Creatures resistant to fire damage still take half damage due to the toxic smoke. The burning swarm sets fire to any inflammable material it touches.

The burning swarm is immune to fire damage. Slashing and piercing weapons are ineffective against the swarm, and bludgeoning weapons inflict minimum damage. Cold will drive the swarm away. Magical cold inflicts double damage against the burning swarm. Water does not unduly harm the swarm, but it may drive the swarm away, at least for a time. These para-elementals strongly dislike water, and they seek to fly away from contact with it. For purposes of saving throws, treat a 1/2″ radius of these creatures as a 16 HD monster.

A 1/2″ radius of these para-elementals has 100 hit points, but that portion of the swarm disperses if reduced to at least 50% its hit point total. The surviving creatures are absorbed by other swarms, if possible. This heals a swarm that has been reduced, but in no case will any 1/2″ radius of these para-elementals have more than 100 hit points.


5E D&D Version

Medium swarm of Tiny elementals, unaligned

Armor Class 14 (natural armor)
Hit Points 49 (11d8)
Speed 10 ft., fly 40 ft.

Ability Scores STR 3 (-4), DEX 14 (+2), CON 11 (+0), INT 2 (-4), WIS 10 (+0), CHA 3 (-4)

Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities fire, poison
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., blindsight 10 ft., passive Perception 10
Languages
Challenge 3 (700 XP)

Swarm. The burning swarm can occupy another creature’s space and vice versa, and the burning swarm can move through any opening large enough for a Tiny elemental. The burning swarm can’t regain hit points or gain temporary hit points.

Fire and Smoke. A creature that starts its turn in the burning swarm’s space takes 4 (1d8) fire damage and 4 (1d8) poison damage from the intense heat and noxious fumes. In addition, the burning swarm can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 4 (1d8) fire damage and 4 (1d8) poison damage, and the creature catches fire. Until someone takes an action to douse the fire, the creature takes 4 (1d8) fire damage at the start of each of its turns.

A creature that takes poison damage from the burning swarm must make a DC 13 Constitution saving throw or be blinded until the end of the first turn the creature is no longer within the swarm.

If the burning swarm has half of its hit points or fewer, it inflicts 2 (1d4) fire damage and 2 (1d4) poison damage.

Actions

Burns. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s space. Hit: 9 (2d8) fire damage, or 4 (1d8) fire damage if the swarm has half of its hit points or fewer. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the start of each of its turns.

December 28th, 2018  in RPG No Comments »