Like the last post, this one will be somewhat long, but it covers a few important monsters. Mimics and mind flayers may be the most requested critters from the Monster Manual, and they are certainly monsters I have used, despite the complicated psionics rules in the original AD&D. The converse, though, is the morkoth, which I have never used. I will try to make it more to my tastes, anyway, herein.
Merman: Init +3; Atk spear or trident +4
melee (1d8+1); AC 15; HD 3d6; MV 10’ or swim 60’; Act 1d20; SV Fort +5, Ref +5,
Will +2; AL N.
Mermaid: Init +5; Atk none; AC 15; HD 3d6; MV
10’ or swim 60’; Act 1d20; SP charming voice (1/day, Will DC 14 resists, lasts
1d4 days), kiss confers water breathing for 1d3 hours; SV Fort +3, Ref +9, Will
+3; AL N.
Small Mimic: Init (always last); Atk pseudopod +2 melee (1 plus sticky); AC 12; HD 1d6; MV 5’; Act 1d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 15 to break free); SV Fort +4, Ref -2, Will -6; AL N.
These creatures are made of primordial slime, which has a rudimentary
intelligence able to reshape itself into an object that appears to fit within
the area it inhabits. Shape, texture, and colors are all reproduced although a
suspicious character may see through the disguise with a DC 16 Intelligence
check. The mimic otherwise gains surprise automatically.
Creatures that touch the mimic or are hit by a pseudopod are stuck
to the creature, and cannot break free without a DC 15 Strength check, granting
the mimic a +2 bonus to future attacks. Weapons which strike the mimic also
become stuck, taking a -2d shift to damage, unless pulled free or the mimic is
slain. A weapon stuck to a mimic stuck to a PC is useless until either the PC
or weapon is freed.
Medium Mimic: Init (always last); Atk pseudopod +4
melee (1d4 plus sticky) or bite +2 melee (1d8); AC 10; HD 2d8; MV 5’; Act 1d20;
SP camouflage, half damage from slicing and piercing weapons, sticky (Strength
DC 19 to break free); SV Fort +6, Ref -4, Will -4; AL N.
These creatures are made of primordial slime, which has a rudimentary intelligence able to reshape itself into an object that appears to fit within the area it inhabits. Shape, texture, and colors are all reproduced although a suspicious character may see through the disguise with a DC 20 Intelligence check. The mimic otherwise gains surprise automatically.
Creatures that touch the mimic or are hit by a pseudopod are stuck
to the creature, and cannot break free without a DC 19 Strength check. Stuck
creatures have a -2 penalty to attack rolls, spell checks, and skill checks
until they pull free. Weapons which strike the mimic also become stuck, and
therefore useless, unless pulled free.
Large Mimic: Init (always last); Atk pseudopod +6
melee (1d6 plus sticky) or bite +4 melee (1d10); AC 10; HD 4d8; MV 5’; Act
3d20; SP camouflage, half damage from slicing and piercing weapons, sticky
(Strength DC 21 to break free); SV Fort +8, Ref -6, Will -2; AL N.
These creatures are made of primordial slime, which has enough
intelligence to be able to reshape itself into an object or group of objects
which appears to fit within the area it inhabits. Shape, texture, and colors
are all reproduced although a suspicious character may see through the disguise
with a DC 20 Intelligence check. The mimic otherwise gains surprise
automatically.
Creatures that touch the mimic or are hit by a pseudopod are stuck
to the creature, and cannot break free without a DC 21 Strength check. Stuck
creatures have a -2 penalty to attack rolls, spell checks, and skill checks
until they pull free. Weapons which strike the mimic also become stuck, and
therefore useless, unless pulled free.
Huge Mimic: Init -4; Atk pseudopod +10 melee (1d8
plus sticky) or bite +6 melee (1d12); AC 10; HD 8d8; MV 5’; Act 5d20; SP
camouflage, half damage from slicing and piercing weapons, sticky (Strength DC
24 to break free); SV Fort +10, Ref -8, Will +0; AL N.
These mimics are intelligent enough to speak, and can reshape
themselves into reasonably complex objects or groups of continuous objects.
Shape, texture, and colors are reproduced well enough that even a suspicious
character may only see through the disguise with a DC 22 Intelligence check.
The mimic otherwise gains surprise automatically.
Creatures that touch the mimic or are hit by a pseudopod are stuck
to the creature, and cannot break free without a DC 24 Strength check. Stuck
creatures have a -2 penalty to attack rolls, spell checks, and skill checks
until they pull free. Weapons which strike the mimic also become stuck, and
therefore useless, unless pulled free. Unlike lesser mimics, mimics of this
size can choose to release creatures or objects, or suppress their natural
stickiness to lure creatures into a false sense of security – possibly getting
creatures to willingly enter it before the entrances disappear and the
creatures attack!
Because these mimics possess a low intelligence, there is a chance
of parlaying with them.
These creatures were modified slightly from this post.
These subterranean humanoids arrived in the Lands We Know from
some alternate world or plane. They have squid-like faces, and their flexible
bodies indicate that their bones are malleable in a way our own are not.
When a mind flayer attacks with its facial tentacles, it latches
onto its victim, who can escape with either a DC 16 Strength check or a
successful Mighty Deed (4+). On the following round, and each round thereafter
until the victim is freed, or either the mind flayer or the victim is dead,
this alien creature begins the process of extracting its victim’s brain to
consume. The victim takes 1d4 Intelligence and Personality damage each round;
when both reach 0 the brain is extracted and the victim irrevocably dead. Even
if the victim is rescued before full extraction, they must succeed in a Fort
save (DC equals 10 + the total amount of Intelligence and Personality damage
taken), or half the Intelligence and Personality damage taken is permanent,
rounded up.
These creatures can also create a psionic blast, a cone of psychic
force which damages all within it unless they succeed in a DC 20 Will save.
Mind flayers are said to live in communities deep beneath the
surface of the world, where they hate and despise us. In addition to weird
experiments and entertainments beyond the understanding of ourselves, mind
flayers spend their time plotting our downfall, travelling to distant planes or
planets, and even scheming ways to put out the light of the sun.
Yellow Mold: When
disturbed, this gives out a cloud of poisonous spores in a 10’ radius. All
within spend 1d3 rounds incapacitated from choking, taking 1d3 Stamina damage
in the process. Thereafter, they must succeed on a DC 10 Fortitude save or die
in 1d5 turns. A new patch of yellow mold grows from the corpse 1d3 days later.
Yellow mold is susceptible to fire, and may be destroyed thereby.
A thief seeking to obtain a sample of yellow mold sufficient for one use must
succeed in a Handle Poison check with a -1d penalty.
Brown Mold: This
fungal growth feeds on heat. Within 100’ of a patch of brown mold, it becomes
noticeably colder. Within 30’, living creatures take 1d4 damage per round from
the intense cold. Should a living creature actually touch brown mold, it takes 3d4 damage (or 3d4 damage per round of
contact) as the mold feeds off the creature’s heat. Un-dead infested with this
stuff or pit traps coated in it are therefore extremely dangerous!
An application of extreme cold or magical cold destroys brown
mold, but little else (if anything) affects it.
Morkoth: Init +0; Atk bite +4 melee (1d10) or charm; AC 17; HD 7d6; MV 30’ or swim 40’; Act 1d20; SP hypnosis, charm, spell reflection; SV Fort +3, Ref +3, Will +3; AL C.
This monster is variably referred to as a morkoth, morlock, or “wraith of the deep”. It is a dim, shadowy monster, said to combine aspects of a humanoid and cephalopod, but reports vary and few who come face-to-face with the monster survive.
Morkoths are solitary beings, who make their lairs in dark, deep
waters, inhabiting the nexus of a series of 1d5+3 spiraling tunnels. These
tunnels draw creatures passing within 30’ to them hypnotically, drawing the
victim further and further in, until they draw close to the nexus (DC 15 Will
negates). The tunnels are so constructed that creatures larger than a typical
humanoid cannot enter.
Once a creature reaches the nexus, the hypnotism fails, but the
morkoth can charm its victim, forcing it to hold still, unaware and unacting,
while the creature devours it with its squid-like beak. Once charmed, a victim
is held by this effect for 1d6 hours, allowing the morkoth to feed at its
leisure.
Spells targeting a morkoth instead reflect back to the caster (and
possibly affecting others nearby also; the caster is the center of any area
effect, which might still include the morkoth).
Mule: See the core rulebook, page 418, or the Cyclopediaof Common Animals for expanded information.
Mummy: See the core rulebook, page 422.







