06 November 2017
• touch +5 (paralysis)
HD 9d12+9 (68 hp)
SP paralysis, no mind, magical tomfoolery
The cloudy, semi-translucent Dodecahedron must have been created by a wizard, perhaps one from another planet or another reality.
It slowly roams whatever 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 17 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 bonus of +4.
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 1d14 rounds.
Any character enveloped within the Dodecahedron for 1 round or more, if extracted then finds one of the following has occurred:
• One of their items has vanished, to be replaced by a different object. Roll randomly to choose one of the characters items, whether inconsequential and mundane or unique and of great power. A short list of substituted items is provided below, and Judges are strongly encouraged to expand this list if they have time to do so.
• One of their Attributes has changed, for better or for worse. Players should get the choice to use one of two methods. 1) Roll 1d4 to determine by how much the Attribute changes, then roll to randomly determine whether that is an increase or a decrease. 2) Re-roll the stat from scratch, by rolling 3d6 and taking the new result.
• The individual has been replaced by someone else! Roll on the Occupation chart to determine broadly who this new person is, and there is a 1-in-30 chance they are leveled-up in a Class. A useful option if a player is absent for a session or more. Where the missing character is now must be left up to the Judge...
• Some who find themselves inside a Dodcahedron experience a disorienting sense of spacial volume while inside. And there is something else in there... something horrid and violent, which they must combat while they are inside the Dodecahedron (as if in a featureless void). Judges may choose any creature they find appropriate for this foe. If the character is somehow extracted by allies, the creature may stay behind, or may grab onto the character and try to exit with them.
Random items to substitute for vanished items (roll 1d14 or 1d12 as appropriate):
1/1) A Goat's Collar.
2/2) A Bag of Rocks.
3/3) A Rusty Dagger.
4/4) A Spyglass.
5/5) A coating of amber slime on their off-hand arm, which hardens after extraction to act as a shield which they can't put down. The arm is half as limber as it was formerly.
6/6) A Small Sack with 300 gold pieces inside.
7/_) ~ Judge's invention. ~
8/_) ~ Judge's invention. ~
9/7) A "Battle" Axe of unfamiliar design, made from an unknown, "unbreakable" material.
10/8) A Box of small, brown, dried Leaves. When brewed as a tea and consumed, it improves natural healing by a factor of five.
11/9) A Cybernetic Respirator, which attaches to the wielder permanently and protects them from airborne threats and lack of air.
12/10) A Large Sack with 500 gems inside.
13/11) A glittering Longsword which adds the wielder's Personality modifier to it's attacks and damage.
14/12) A "genie's lamp" which when polished emits a smoke which flies up the nose of the bearer. Failing a DC 14 Fort Save means taking 1d6 damage. The character gains 2d6 Luck.
17 October 2017
• claws +4 (1d4)
• bite +3 (2d8)
HD 4d8 (18 hp)
Act 2d16, and add 1d20 every other round
SP Immune to heat and cold, absolute silence, ignores mundane weapons
This creature is darkness made animate by magical items or magical detritus remaining undisturbed in darkness for a century or more. The magical energies literally bring the darkness itself to life. Like any natural shadow, it must remain on a surface, be that a wall, ceiling, side of a sarcophagus, or otherwise. It moves in an amoeba-like way, and can flow under objects through virtually nil spaces, so long as there is light on the other side.
A seeping shadow attacks by striking the shadow of an explorer or other target, rather than attacking the target directly. The damage it causes is nonetheless suffered by the one casting the shadow. It can even grab a target's shadow and thus drag the target itself around the room (with a Strength of 1d5+11), relative to the light source that's creating the shadow, which may limit how far or to where the seeping shadow can drag the target.
In complete darkness, the seeping shadow cannot act at all, as if it doesn't exist. However, it is only in complete darkness that it can heal: 1d4-2 (minimum of 0) hit points per round. It can only move into an area of complete darkness willingly by making a Will Save vs. a DC 18.
A seeping shadow may follow a party of explorers, rather than attack at the first opportunity. Consider them to have a low animal intelligence and curiosity. They may follow the party in order to discover an even more powerful item of magic, from which to draw sustenance and energy.
It can communicate only by changing it's form to mimic that of objects and creatures and so on... If its Intelligence is rolled for, and the result is a 14 or higher, it can form letter shapes to "speak" as well as possessing useful knowledge about it's surroundings.
More powerful versions of the seeping shadow can sunder a target from their own shadow, causing them great agony and causing them to lose 75% of their current hit points, lose half their Stamina, Agility, and Strength, and to move at one-quarter their speed at best. If the seeping shadow then can completely consume the stolen shadow (taking 1d3+1 rounds to do so), these loses are permanent, but returning after 1 hour, otherwise.
Forgive me, but I was unable to work in the Appendix N reference/riff of "Seep, Shadow, Seep"...
Derived using Zenopus' Monster Reference Table
BASIC STATS!SEEPING SHADOW
Move: 150 feet/turn
Hit Dice: 4
Armor Class: 3
Treasure Type: D
Alignment: chaotic evil
Attacks: up to 3
Damage: 1-4 claw, 2-12 bite
Reference the above for the creatures' behavior. Their strength ranges from 12-17. To move into complete darkness, a seeping shadow must make a Saving Throw vs. Poison. Constitution replaces Stamina, and Dexterity replaces Agility from the above description.
09 October 2017
• life-drain +4 (1d5, special)
• aging +4 (1d5 years, 10' cone, 20' length)
HD 3d10 (17 hp)
Act 2d20 + 1d16
SP intangible, impossible speed, crazy clever, mulligan
Psychotically fast, these un-dead skeletal constructs seek to destroy all living creatures they encounter.
If they give up Action Dice to get more movement, they can give up each Die individually, gaining an additional movement for each one. So, if they gave up all of their Action Dice to move, they would have a speed of 160 for that round.
Their life-draining touch transfers the hit points lost by the target to themselves (they cannot exceed their total possible hp, which is 30).
They are intangible due to constantly vibrating at a high frequency, except for the remainder of the round after they use either of their attacks. Even then it takes a DC 10 Reflex Save on top of an attack to hit them successfully.
Unlike many constructs, they have genius-level cunning and intuition. They can intuit many capabilities of any creature they face after a round or two, and will be prepared appropriately if possible. To help reflect this, they get one re-roll per encounter (a second chance on a Save, attack roll, damage roll, etc.). Referees willing to do so, may instead impose this re-roll on the players, the creatures "forcing" them to re-roll a successful attack, or the like.
They cannot be affected by things that force a Fortitude Save or a Will Save.
Whipped into life using Monster Extractor II: The Un-Dead
02 October 2017
• touch +3 (paralysis)
HD 5d8+3 (26 hp)
SP paralysis, no mind
This translucent, giant, platonic shape 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 12 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 14.
When threatened it has a number of tricks the Hexahedron can perform:
• It can "flop" open, wholly or partially, as if unfolding into multiple square-based pyramids, thus attacking assailants on multiple sides or even on a ceiling or high on a wall (the top of the Hexahedron flipping up). Making such an attack, make one attack roll with an extra bonus that starts at +5, but compare it to each AC individually. The bonus drops by 2 for each repeated use of this trick against the same targets (i.e., +5, +3, +1, no further bonus). Each time it does this, it cannot perform this trick nor any other for 1d3 rounds.
• It can "melt" with blink-of-an-eye speed into a vast "sheet" of jelly, remaining coherent, sliding under the feet of all around, reforming where it chooses (DC 18 Reflex to avoid) or moving at a speed of 60 for one round to any point it can reach, even up walls and other contiguous surfaces, where it re-forms. Once it has done this, it cannot perform this trick nor any other for 1d12 rounds.
• It can suddenly suck in a large bubble of air, distorting it's shape, and float up and away at a speed of 15. While doing so, there is clearly a chemical reaction going on inside the bubble inside the (bloated) Hexahedron. Any creature that was inside the Hexahedron is now being burned for 1d4 damage per round, along with possible suffocation (unless they are within the air bubble!). This trick can be sustained for 1d8+1 rounds, after which it cannot perform this trick nor any other for a like amount of time.
• It can rapidly split, surge forward, and re-close, thereby enveloping a target to a much deeper, much-harder-to-retrieve depth within itself. The paralysis save in this case is a DC 16, and the Strength is considered to be at 16 at this depth.
•The Hexahedron can spin with great rapidity, deforming it's shape outward to tag multiple targets at once. The paralysis Save is against a DC 11 in this case, for all targets within 10' of the creature before it performs this maneuver. Afterward, if cannot perform this trick nor any other for 1d6 rounds.
• It can toughen it's exterior at the cost of reducing it's ability to paralyze. Doing so drops the Save to a DC 5, but gives the creature an AC of 18. It can sustain this effect for up to 1 Turn, after which it cannot perform this trick nor any other for 1d16 rounds.
25 September 2017
• scratch +6 (1d4, special)
• salt leeching +3 (special)
HD 5d10+10 (38 hp)
SP un-dead, disguise, tanning averse
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.
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.