Bestiary

Unique monsters that appear in the  Pit of Fever Dreams are Listed Here

Crimson Ooze

Hit Dice: 3+3
Armour Class: 6 [13]
Attack: Touch (1d6 + corrosion)
ThAC0: 16 [+3]
Move:  30' (90')
Saving Throws: D 12 W 13 P14 B 15 S 16
Number Appearing 1
Intelligence: Mindless
Morale: 9
Alignment: Chaotic
XP:100
Treasure Type: -

This ooze is made of crimson fluid with a vaguely skeletal shape within.

The crimson ooze damages armor and clothes, reducing the AC value of armour touched by 1d3; Once the PC's armour is no longer providing any additional protection, the next hit they take deals an extra 1hp of damage plus an additional 1 hp per round until washed off with water or alcohol. Any time a PC strikes a Crimson Oooze with a weapon, they must Save vs. Death or their weapon is damaged and deals -1 damage on the first failed save, and is destroyed on the second.

Gongfarmer, The

Hit Dice: 7**** (43hp)
Armour Class: 6 [13]
Attack: 2 claws (1d8 + disease)
ThAC0: 14 [+5]
Move: 12"
Saving Throws: D 8 W 9 P10 B 10 S 12
Special: Disease, Fear Aura, Stench
Number Appearing 1, always found in the company of The Stinky Goat
Intelligence: High Intelligence (14)
Alignment: Neutral
Morale:12
XP:2,050
Treasure Type: None

Every day, this ragged undead emerges from a false door and wanders with its goat cart, collecting filth, lost treasure,  and corpses from the dungeon's upper floors, and deposits them in the Midden. The Gongfarmer searches every body it discovers and donates equipment to the Smithy and treasure to the Cathedral. 

The Gongfarmer has an aura of fear, any creature seeing it must Save vs. Spells or be at -2 to attack rolls and saving throws until they have been away from him for at least 1 turn. The first time a creature gets within 10ft. of The Gongfarmer, they must Save vs. Poison or be incapacitated by wretching for 1d4 rounds. Anything clawed by the Gongfarmer must Save vs. Poison or be infected with a disease, they will be bedridden for 1d4 weeks, after which they have a 1 on 6 chance of dying. The Gongfarmer is undead and is turned as a vampire.

Stinky Goat

Hit Dice: 4 (21hp)
Armour Class: 8 [11]
Attack: headbutt (1d6)
ThAC0: 16 [+3]
Move: 12"
Saving Throws: D 10 W 11 P 12 B 13 S 14
Special: Scream, Stench
Number Appearing 1, always found in the company of The Gongfarmer
Intelligence: Semi-Intelligent (3)
Alignment: Chaotic
Morale:9
XP: 175
Treasure Type: none

 The stinky goat is monstrous, filthy goat with bells hung from it's many horns. Creatures within 10ft. of it must Save vs.  Poison or be incapacitated due to wretching for 1d4 rounds. The goat can also let out a terrifying scream that works like the Fear spell. Once it has screamed it must wait 1d6 turns before it may do so again. 

Living Statues, Marble

Hit Dice: 4+4
Armour Class: 2 [17];
Attacks: 2 slams (1d8+1)
ThAC0: 15 [+4]
Move: 9"
Saving Throws: D 10 W 11 P 12 B 13 S 14
Special: resistances
Number Appearing: 1-3
Intelligence: non-intelligent (0)
Alignment: Neutral
Morale: 12
XP: 275 
Treasure Type: none
 
Living Statues are immune to ranged attacks, take half damage from fire, cold, or electricity, and 1/4 damage from edged weapons. It is instantly destroyed by stone shape, dig, stone to flesh, or transmute rock to mud spells without saving throw,

Mockeries

Hit Dice:
3
Armour Class: 5 [14]
Attack: Weapon (1d6) and bite (1d6) or sling (1d3) 
ThAC0: 17 [+2]
Move: 12' /  40 (120)
Saving Throws:  D 12 W 13 P14 B 15 S 16
Number Appearing 2d4 (1d4 x10)
Intelligence: Average (11)
Alignment: Chaotic
Morale: 7
XP: 35
Treasure Type: P,Q

These creatures are hideous parodies of NPCs that Rivia has encountered in her home town and during her travels. They have small bodies with exaggerated flaws, and oversized heads with uglified, scowling imitations of the faces of the people they imitate. Their huge mouths are filled with shark-like teeth.

Mockeries shout, curse, mock, and bully. They rarely get along with one another, and tend to squabble and brawl, but rarely kill one another. They will often bully and harass strangers that seem weak, or demand they help them eliminate other monsters in the dungeon if they appear strong, but will turn on them if they show weakness. 

When they attack and mean business they wield clubs, hatchets, mallets, or staves in melee. They are not above hassling intruders from a distance using hit-and-run tactics with slings.

If Rivia is not rescued within a few months, enough Mockeries will have escaped the Pit of Fever Dreams to plague the countryside for years to come. They will likely wipe out local goblin and kobold tribes and replace them as the humanoid threat of the major humanoid threat of the region. They will be able to breed more of their kind once free of the dungeon.

Some Mockeries, such as the Beadle, the Barman's Wife, the Butler, and Sir Helm sit in a strange vague place in Rivia's imagination, and only come into existence under certain circumstances, then simply walk out of existence again through the False Doors. These Mockeries are effectively immortal so long as Rivia is on her sick bed, and will simply return to existence at full health again within 24 hours if they are needed again.

 

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Note to Self

 Redid everything to match the conventions of OSE-A