Showing posts with label hybrid horrors. Show all posts
Showing posts with label hybrid horrors. Show all posts

Monday, October 28, 2013

Monster Monday 

Deep Star Spawn


Frequency           Very Rare
Habitat                 Spaces between worlds unless summoned
No. Appearing          1
In Lair                     0%
Move                      Fly 24" Maneuverability class B , Swim 40" crawl 6"
Hit Dice                  12
Armor Class             0
No. of Attacks         12 (tentacles) 1 Bite
Damage Attack        1-4 tentacle (grabs target on any roll of 19+) , 6-30 Bite
Special Attacks       Hypnotic Gaze , Swallow Attack on round after a target has been caught
Special Defense      Spell Devouring - any magic spell cast upon them heals them 2 HP per spell level
Alignment              Chaotic Neutral
Intelligence            Average to Very
Psionic Ability        None
Exp Value               12,500 +10 per HP

Deep Star Spawn are beasties that live between the spheres in SpellJammer universe , that tend to orbit near those spheres that are rich in magic. They have 60 foot long tentacles which they use to ensnare their prey , on any roll of 19 or greater they have ensnared the foe as a rope of entanglement and take 15 hit points each to destroy, and once every round may attempt to devour a single grabbed foe. They live on life energy and magic , and are drawn to powerful lifeforms and magical entities. Any being within 60 feet is subject to thier hypnotic gaze , they must save vs paralysis or become passive and immobile lost in a personal world of bliss. Beings need only make one saving roll per encounter. Most formidably for many opponents they have the power of Spell Devouring - any magic spell cast upon them heals them 2 HP per spell level if they make their save rather than it's intended effect. They may devour as many spells per round as they have tentacles remaining.

Friday, September 20, 2013

Hybrid Horrors

These are the many monsters that have ended the lives of parties or enriched their coffers in my many campaigns. This first one is a mashup of two of my favorite classics - The Skeleton and the Snake Bodied Medusa. She is a nasty one and makes for a great end boss type villain.


Skeletal Medusa


Frequency : Very Rare
No Appearing : 1
% in Lair : 90%
Hit Dice : 9
Armor Class : 3 (2 or less with shield)
Alignment : Neutral Evil
Move : 9" Slither
Attacks per Round : gaze, 2 claws, bite, tailslap, constriction or weapon
Damage : Gaze causes Paralysis
    2-8 Plus Mystic Poison Snake Bites
    1-6 Bony Claw
    1-8 Bony Tailslap
    1-4 Constriction (Str 17)
    or By Weapon (Str 17 plus magic bonus)
Intelligence : Average to Above Average
Size : L (14 feet long)
Special Attacks : gaze , constriction , poison
Special Defenses : minimum damage from piercing weapons, half damage from edged weapons, immune to Mind Spells, Undead , immune to gaze attacks
Magic Resistance : Saves as 8th level Cleric
Climate : Any (Ruins)
Treasure Type : A
Experience : 3,500 +10/hp , Stone Skeletons 250 exp each

Description :
    The Skeletal Medusa is a very rare occurrence, when a snake bodied medusa is killed or defeated by skeletons or the like a horrible transformative process occurs , as the curse that produces the Medusa is warped by the energies of the negative material plane.  The result is this horror.  The Skeletal Medusa is a self aware undead with a hatred of everything.  The skeletal medusa is frequently armed (50%) with a magical weapon which they wield with surprising strength (17) there is also a 25% they will have a magical or normal shield (25% magical) with the appropriate AC bonus.  Skeletal Medusae have lost their true curse power, but instead have an even more terrible power - the gaze of the skeletal medusae causes permanent paralysis as long as the medusae lives, when the victim dies they will arise as stone skeletons , skeleton who cannot be turned as long as the medusa exists.  Any victim meeting the gaze of the medusa who lives must save vs Petrification or be paralyzed.  The range of this power is 24" under most circumstances.  The power may only affect targets within her forward viewing arc (60 degrees) and rolls to hit vs AC 10 against targets not taking precautions, those using mirrors or shielding their eyes may be hit with more difficulty.  A foe using a mirror to observe is hit on AC 3, one merely shielding their eyes or averting gaze on AC 5.

    Skeletal Medusae attack in melee' by using a weapon, 2 claws (1 if using a shield), slapping with their bony tails or by grabbing and squeezing victims to death with their nearly prehensile snake like tails.  They will always attack Paladins and clerics if they are available.

    A normal skeletal medusa is served by 3d6 skeletons.  Skeletal Medusae are turned as Vampires, if the Medusa is turned the stone skeletons are turned as well.  The Stone Skeletons are AC 3, HD 1, HP 8.  Stone Skeletons are immune to Holy Water as well as turning.

The image that inspired this horror
http://www.elfwood.com/~hender/Undead-Medusa-%28inked%29.2795600.html