Invasion of the Pod Jellies

While writing the new hexcrawl, I scribbled these lovely fellows out and thought folks might find a use for them …

Several (3d4) large seed pods float in the ocean here, and might be seen (1 in 6 chance) by a vessel passing through this hex. The pods are about 6 feet long and consist of a very thick, green hide (Armor Class 18). The pods should be treated as having 20 hit points. They are vulnerable to fire, but immune to cold.

Within the pod, there is a strange, gelatinous life form that, through its mental powers, can understand and duplicate any sentient humanoid. Each pod jelly picks a single humanoid to make its own, using its ESP to choose a likely candidate, and each day absorbs a portion of their being (i.e. 1d6 points of constitution damage) while turning itself into a clone or replica of that person. The pod must be within 30 feet of its victim to do this, and victim receives a Will saving throw each day to resist the effect. When the original’s constitution is reduced to zero, the clone bursts forth from the pod and the original’s body disintegrates.

The pod jellies duplicate the original’s body (i.e. hit dice and physical ability scores) and mind (intelligence and charisma scores, though wisdom is never higher than 6) perfectly, knowing all they knew and having the same general special abilities. They cannot, however, exhibit emotion or faith, and emotion based powers (such as a berserk rage or a cleric’s divine powers), are duplicated and therefore they are not possessed.

POD JELLY
Medium Ooze, Chaotic (NE), Average Intelligence; Invasion (3d6)

HD 2
AC 16
ATK Touch (1d4 acid)
MV 20
SV F15 R15 W15
XP 200 (CL 3)

These are the abilities of a pod jelly in its native form, outside the protection of its pod-like shell and before it has taken on the form of a humanoid. In humanoid form, it loses its resistance to acid, though it retains its ESP ability and can still utter a psychic scream (i.e. psionic blast) once per day, though this takes the form of an actual shrill scream as well as a mental effect.

Special Abilities: Resistance to acid

Spell-Like Abilities: At will—Detect thoughts (ESP); 3/day—Psionic blast

I suppose I need to include them in ACTION X.

What’s more frightening, the psionic blast or that damn perm?

 

Mu-Pan – Flock of Cheonma

Short encounters tonight, so I’ll post two …

1025. A flock of seven cheonma have made an aerie for themselves on the high peaks here and are under attack by a pack of five griffons. The cheonma are hard pressed and they have already lost two foals to the depredations of the griffons.

| Cheonma: HD 4; AC 6 [13]; Atk 2 hooves (1d8); Move 24 (F48); Save 13; CL/XP 4/120; Special: Flight. Cheonma are Mu-Panese pegasi. They are eight-legged horses with wings on their feet.

| Griffon: HD 7; AC 3 [16]; Atk 2 claws (1d4) and bite (2d8); Move 12 (F27); Save 9; CL/XP 8/800; Special: Flight.

1027. A gang of 20 gyres is occupying a cave here, using it as a base of operations as they raid down the river into Yun territory. The leader of the gyres has a single white eye and particularly long canine teeth. He wears a golden ring on one of those teeth (worth 15 gp) and can cast 1d6 levels of sohei spells per day. The gyres wear coats of leather scales and wield masakaris and kamas. If encountered in their lair, there is a 2 in 6 chance they are drunk on plum wine. Their treasure consists of 340 sp and 1,130 gp in leather sacks. The stripped bones of two unlucky farmers are piled in the back of the cave.

| Gyre: HD 2; AC 4 [15]; Atk 1 bite (1d3) and 2 claws (1d4) or weapon (1d6); Move 15; Save 16; CL/XP 3/60; Special: Frenzy (2 attacks per round for 3 rounds, then fall unconscious).

The Ripper …

Just finished watching my first episode of Kolchak: The Night Stalker (note, the presence of a colon in the title does not necessarily mean its a White Wolf product). I love it – which means thanks to Netflix I’ve had the chance to become a fan of two great old TV series, Doctor Who being the other.

So, the first episode concerned an immortal or ghostly Jack the Ripper. For fun, here’s some stats for the ripper for both Swords and Wizardry and Mystery Men!

JACK THE RIPPER

Hit Dice: 8 (60 hp)
Armor Class: 2 [17]
Attack: 1 weapon (1d8+2)
Save: 3
Special: +1 or better weapon to hit, immunity to cold, fire and poison, double damage from electricity, magic resistance (40%), spells
Move: 15
CL/XP: 12/2000

The Ripper may once have been a man, but long ago he slipped into legend as an immortal spirit of murder. He appears every few years in a different city, murders five women and announces his murders with rhyming letters sent to the authorities and then disappears. The Ripper can use the spells at etherealness, haste, jump and levitate at will. The Ripper consumes the souls of the women he kills (and only women). With each soul consumed, he gains one additional Hit Dice, six additional hit points and improves his Armor Class by one. Once five souls have been consumed, he is able to teleport to another city to continue his murder spree, his statistics being set back to those presented above.

Celebrating The Dragon – A Challenge

Greg at Gorgonmilk posted some of his favorite covers of the venerable Dragon Magazine, and one of them just happens to be one of my favorites as well. So I got this idea – and I challenge the RPG blogosphere to do the same – find your favorite Dragon cover and write up a brief description with stats. Any era or edition (or any set of rules for that matter) – let’s forget the edition nonsense and celebrate a grand old magazine with a little fun and creativity!

For my part, I give you this little beauty from Denis Beauvais

There was much honor to be had in escorting Mirandra, one of the Vestal Virgins of Nomo, to storied Galardis to reconsecrate the Temple of Vesta in that city, recently uncovered from rubble in one of the ruined precincts. For Keiros the Centaur, it was a chance to cement his reputation as a paladin of the highest water, a reputation he had worked especially hard to establish given the proclivity of his people to drinking and fighting. For Gimwold of the Crooked Staff, it meant a chance to delve into the infamous Librarium of Galardis for the lost tomes of the ancient elves. Neither Gimwold and Keiros trusted the canyon bridge they had come to in the Klarkash Mts, but it was a short span, and the men-at-arms and bearers were already grumbling about journeying through those dark and wicked peaks. It was then that Gigatrikh, wretched scion of the great wyrm Yakh Six-Claw, chose to strike. A nubile maiden was just the thing his hoard lacked!

Gimwold of the Crooked Staff, Magic-User Lvl 7: HP 25; AC 8 [11]; Move 12; Save 9 (7 vs. spells); Special: Spells (5/3/2/1). Str 10, Int 16, Wis 13, Dex 14, Con 13, Cha 13. Speaks Common, bugbear, elf, giant and halfling. Equipment: Staff, darts (3).

Keiros the Juste, Centaur Paladin* Lvl 5: HP 24; AC 2 [17]; Move 12; Save 12; Special: Detect evil, protection from evil, immune to disease, cure disease 1/wk, lay on hands (10 hp), turn undead, destrier, carry 150% more than human, +2 AC vs. grapple and overbearing, attack with hooves (1d6). Str 15, Int 9, Wis 12, Dex 11, Con 12, Cha 15. Speaks Common, centaur. Equipment: Platemail, shield, longsword.

Mirandra the Vestal Virgin, Adept Lvl 3: HP 15; AC 9 [10]; Move 12; Save 13; Special: Healer, spells (2 x 1st). Str 10, Int 10, Wis 16, Dex 14, Con 11, Cha 13. Speaks Common. Equipment: Dagger (dropped).

Gigatrikh, Adult Red Dragon: HD 10 (40 hp); AC 2 [17]; Atk 2 claws (1d8), bite (3d10); Move 9 (F24); Save 5; CL/XP 12/2000; Special: Breathes fire (90′ cone, 30′ at base), can speak but not cast spells.

* The centaur race and paladin class can be found in NOD 1