Sunday, April 22, 2012

Table: Writhing Masses & Worse (Jalamere)

This is a continuation of what we began in the previous series of Black Ziggurat of Jalamere posts. 

[Get the free Swords & Wizardry (White Box) rules: http://www.swordsandwizardry.com/whitebox.htm] 


Writhing Masses & Worse
  1. Alkaline Ooze (1): HD 3, HP 16, AC 8[11], Atk 1 strike; Move 1, Save 16, HDE/XP5/240; Special: Immune to Heat, Cold, Spells, Stone, takes half-damage from metal, takes double damage from wood--item then bursts into flames.
  2. Crepuscular Crud (1):  HD 4; HP 30; AC 5[14]; Atk 1 Toxic Pseudopod; Move 2; Save 16; HDE/XP 6/400. Slow moving phlegm-like mass that drips a rancid-smelling lard-like venom. Save or be incapacitated with explosive dysentery for the next 1d4 minutes.
  3. Orb Cluster (1): HD 5; HP 26; AC 5[14]; Atk 1(see post but use only one); Move 3; Save 15; HDE/XP 6/400.
  4. Writhing Mass (Type II): 1d4 bulbous, pulsating pustule-like conglomerations of what appears to be disparate types of acne-pocked flesh that roll and flop along the ground like blind slugs, always seeking any living thing smaller than itself that it can enfold, crush and absorb.
  5. Raging Blob: 3,000 pounds of succulent gristle and sweet-smelling skin rougher than an elephant's rump comes rolling and tumbling down the nearest slope right at the party. If the blob can catch anyone on the roll, it will extrude tentacles and attempt to grapple with them, otherwise it will come to a stop close to the main cluster of the group and strike out at as many victims as it can reach at once. If a tentacle ensnares a victim (60%) it will attempt to reel them in towards a freshly opened mouth. If the tentacle pierces the victim, it will spew a larval froth into the wound and then rip the harpoon-like member free of the victim's flesh, doing double damage. Anyone 'frothed' by the Blob will need to make a Save or fall into a coma as their body transforms into a micro-blob producing factory...[Raging Blob Labyrinth Lord stats (+Paper Mini)]
  6. Starlit Mire (1): HD 3, HP 16, AC 8[11], Atk 1 Emanation of the Void; Move 0, Save 14, HDE/XP 5/240; Special: Anyone stepping into an area within a 30' radius of the Starlit Mire must Save or be exposed to the flesh-blasting cold of deep space. Should anyone be enveloped by the Mire for longer than 5 minutes, their corpse will be randomly teleported across space and time and lost forever.
  7. Rampant Flesh (1d4); HD 4; HP 30; AC 5[14]; Atk 2 Bulgy Pseudopods; Move 6; Save 16; HDE/XP 6/400. Autonomous masses of living flesh that crawl about bonelessly and malevolently across the sands looking for things to eat.
  8. Gelatinous Oblong (1): HD 3, HP 16, AC 8[11], Atk 1 Engulf; Move 6, Save 14, HDE/XP 5/240; Special: Dissolves all angular objects on a failed Save.
  9. You can hear the high-pitched call of someone screaming 'Tekeli Li! Tekeli Li!' out on the perimeter.
  10. A boulder-sized gobbet of reanimated giant-flesh. It quivers and jiggles threateningly in your direction. It has HP 43, but otherwise is unremarkable, aside from the odor of decay which will certainly attract wandering monsters. Anyone (or anything) attempting to consume this wretchedly rancid flesh has to make a Save against Death Magic or become a rotting zombie. Keep in mind that these zombies start out living, then rise again with +2 HD as enlarged undead zombies if they are killed. Those specimens that are dismembered form swarms of reanimated rotting body parts.
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