Wednesday 20 January 2010

Bestiary of the Vaults: Assorted Horrors

Sundry hostile cryptids of the Vaults. Presented without comment (or Hoard Class entries for that matter...) for your edification and enjoyment.

Whistling Selenites
No. Enc.: 3-12 (3-30)Alignment: C
Movement: 90'Armour Class: 4
Hit Dice: 3
Attacks: 1Damage: 1-8 or by weapon+1
Save: F3Morale: 9
Hoard Class:

These enigmatic Dwarf-sized, pink-skinned humanoid rodents are masters of eldritch science from beyond the stars. Many Selenites survive by peacefully trading their arcane unguents and cryptic devices to other inhabitants of the underworld, but some prosper as merciless raiders who ply the skies in golden-hulled, sharp-keeled vessels powered by arcane music.

All Whistling Selenites encountered will be clad in highly ornamented brazen plate armour. Half of their number will carry elaborate tridents and weighted nets, the other half will carry circular shields (+1 to AC) and wield wand-like staves. These last fire a beam which causes one of the following effects:

1-2 acts as a hold monster spell if ray hits (save negates),
3-4 acts as wand of lightning bolts with 7-12 charges
5-6 rusts metal armour, 2 classes/hit

{If you kind these weapon effects simply too dreary and banal to be tolerated I would suggest substitutions from the mad science source of your choice. The random Space Alien Technology Tables (Carcosa, pp56-61) and the Dismal Depths Traps Tables are personal favourites.}

There will usually be 1 leader (5HD) per 10 Whistling Selenites. Leaders can cast spells (and save) as Elves of levels 5-8, and invariably ride Iron Chickens.

Iron Chickens
No. Enc.: 2-20Alignment: N
Movement: 180'Armour Class: 5
Hit Dice: 5
Attacks: 1 kickDamage: 2-12
Save: F3Morale: 7
Hoard Class:

Savage living mechanisms used as mounts and beasts of burden by the Whistling Seleneites. They seem to be six foot-high metallic birds, although their wings are oddly articulated and incapable of lifting their weight under normal gravity. Moronically stupid and wilful, Iron Chickens devour carrion and metal with equal avidity.

Totemalkin
No. Enc.: 1-3Alignment: N
Movement: 60'Armour Class: 6
Hit Dice: 5
Attacks: 1 paw or breathDamage: 1-6, special
Save: F5Morale: 8
Hoard Class:

Large and lazy tiger-like creatures of lurid colouration, totemalkin rely for food and protection upon their innate ability to induce sleep in those around them. The breath weapon of a totemalkin is usable thrice daily, affects a 30' x30' cloud, and functions as a sleep spell (save vs breath weapon negates). Normal and magical creatures of feline ancestry (big cats, phase tigers/Couerls, manticores, etc.) are immune to the breath.

Totemalkins are normally attended by 1-6 mountain lions, who scavenge the leavings of these messy beasts. Creatures immune to sleep effects (undead, salamanders, etc.) sometimes use Totemalkin as static guards.

Giant Rogusoks
No. Enc.: 3-11Alignment: N
Movement: 60'Armour Class: 6
Hit Dice: 3
Attacks: 1Damage: 1-4+swallow whole
Save: F2Morale: 9
Hoard Class:

These ten foot long, candy-striped fuzzy worms are notable in that no two encountered are ever alike. For all their apparently mindless nature these time-lost scavengers crawl silently around the underworld in seemingly endless search patterns, seeking who-knows-what. Only ever encountered in odd numbers, the omnivorous rogusoks prefer to lair in warm and musty environs from which they ambush unsuspecting prey en masse. They are able to swallow a man-sized melee opponent whole on a natural 20. Anyone swallowed takes 1d8 damage per round until cut free of the reticulated terror. Rogusok pelts are much sought after by hosiers, who will pay up to 50gp for an undamaged skin.

Poxies
No. Enc.: 2-12Alignment: C
Movement: 90', fly 180'Armour Class: 3
Hit Dice: 1
Attacks: 1Damage:1+cause disease
Save: E1Morale: 7
Hoard Class:


You know the old theory that all disease is caused by tiny invisible demons? Poxies are what happens when the invisible demons of disease run amok, as in uncontrolled outbreaks of plague. These malicious little brutes are naturally invisible (as the listing for their neutral Pixie cousins) and enjoy spreading pestilence and misery wherever they wander. Anything they cannot devour or steal will be soiled beyond use. The toxic bite of a poxie causes disease (as the spell, neutralise poison has no effect against poxie bites). Poxies are repelled by soap, which harms them as holy water does undead.

(image fondled and filched from HammerWiki)

3 comments:

  1. Nice! Particularly the Poxies - they will be roaming pestilences in my world! (Can't get enough small hit die demons)

    ReplyDelete
  2. Have you used these? And did the players realise they were killing the Clangers? ;)

    ReplyDelete
  3. I'd like to think the Whistling Selenites whistle like an Ennio Morricone spaghetti western score.

    ReplyDelete

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