Showing posts with label worm week. Show all posts
Showing posts with label worm week. Show all posts

Friday, January 13, 2012

Super-Friday Combo - d30 Day and Worm Week Finale!!!: Misoji Worm (30 New Monsters!!!)


Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 1-6
ARMOR CLASS: 5
MOVE: 12"/24"
HIT DICE: 7
% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: By type
SPECIAL DEFENSES:
See description + by type
MAGIC RESISTANCE: By type
INTELLIGENCE: Low
ALIGNMENT: By type
SIZE: S (1-2' long)
PSIONIC ABILITY: By type
Attack/Defense Modes: By type
BX STATS
ARMOR CLASS: 5
HIT DICE: 7**
MOVE: 120' (240')
ATTACKS: 1 bite
DAMAGE: 2-10 or special
NO. APPEARING: 1-6
SAVE AS: Fighter: 7
MORALE: 9
TREASURE TYPE: Nil
ALIGNMENT: By type


DESCRIPTION
Misoji worms are a species of extra-dimensional flying worms originating from the inner planes. These non-corporeal creatures “burrow” from plane to plane much as a normal worm burrows through ground, and each of the thirty subspecies appears as a specific color analogous to its plane of origin. Misoji worms can only be hit by magic weapons and they are immune to poison and paralysis attacks. Any bite on a successful "to hit" roll from a misoji worm does 1-6 points of damage. Additionally, misoji worms are capable of attacking from the prime material plane into the same plane of their origin (e.g., a burgundy misjoi worm could be present in the prime material plane, but still be able to bite a character in the ethereal plane,) doing damage as normal for the attack, unless the defender has a particular immunity/resistance other than their presence on that particular plane. In addition to the standard abilities for all misoji worms, each subspecies has additional abilities particular to their general type (plane of origin) and their specific type (color.)

Elemental, air: In addition to their individual abilities by type, misoji worms from this plane are able to summon an air elemental (HD: 4) up to 3 times per day.

Elemental, earth: In addition to their individual abilities by type, misoji worms from this plane are able to summon an earth elemental (HD: 4) up to 3 times per day.

Elemental, fire: In addition to their individual abilities by type, misoji worms from this plane are able to summon a fire elemental (HD: 4) up to 3 times per day. They are also immune to all forms of flame-based attacks.

Elemental, water: In addition to their individual abilities by type, misoji worms from this plane are able to summon water elemental (HD: 4) up to 3 times per day. They are also immune to all cold-based attacks.

Ethereal: In addition to their individual abilities by type, misoji worms from the ethereal plane are able to create a prismatic sphere (per the spell) once per day.

Negative material: The bite of any misoji worm from the negative material plane will cause a rotting disease (in addition to normal damage) on any successful hit to a creature that originates from the prime material plane. The disease will continue to do 1 additional point of damage during successive turns until the victim dies or is cured (by a cure disease spell.) In addition to its rotting bite, each worm from the negative material plane is able to summon a particular form of undead to come to its aid (see chart below for specific type.)

Positive material: Misoji worms from the positive material plane radiate a protective globe in a 10' radius (per 3rd level MU spell protection from evil) around itself at all times. This order of misoji worm also secrets a healing ectoplasm that automatically cures all disease from any creature that "touches" it (regardless of whether than creature is in the prime or positive material plane a the time it touches the misoji worm.) Additionally, each worm from the positive material plane is able to summon a particular type of humanoid to come to its aid (see chart below for specific type.)

Thursday, January 12, 2012

Worm Week Day 4: Sarcophagal Worm (New Monster)


DESCRIPTION
Sarcophagal worms are undead, worm-like creatures created by evil clerics from the intestinal remains of someone that has been mummified, intended to bring that person eternal torment in the afterlife. Two conditions must be met to create sarcophagal worms—first, the intestines must not have been removed during the mummification process, and second, the cleric must be of sufficient level (10th or above) and read the required spell from the proper spell book. Once the mummified corpse's sarcophagus has been closed, the worms will grow from the intestinal remains of the deceased, writhing inside the body.

Because sarcophagal worms are created from the remains of the mummified corpse, like the mummy they are undead and exist in both the normal and the positive material plane. They are, therefore, immune to poison, sleep, charm, hold and cold, and are only susceptible to (other) spells, fire and magic weapons, all of which do only half the normal damage. Any sarcophagal worm splashed with a vial of holy water will die automatically.

Sarcophagal worms have a bite that does 1-4 points of damage and inflicts the same rotting disease as the mummies from which they grow (reduces healing rate to 1/10, immune to magical healing, must be cured magically) and any creature killed by a sarcophagal worm is subject to the same conditions as being killed by a mummy (cure disease and raise dead spells must be cast within 6 turns of death to be effective.) Sarcophagal worms do not have the same effect of paralyzing fear as a mummy. However, every bite inflicted by a sarcophagal worm reduces by one point the affected character's saving throws versus that mummy.

Any mummy cursed with sarcophagal worms is immune to the spell raise dead and, therefore, may never again become human.
Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 6-15
ARMOR CLASS: 6
MOVE: 3"
HIT DICE: 1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 + disease
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (9-12" long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 6
HIT DICE: 1*
MOVE: 30'
ATTACKS: 1 bite + disease
DAMAGE: 1-4 + disease
NO. APPEARING: 6-15
SAVE AS: Fighter: 1
MORALE: 7
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Wednesday, January 11, 2012

Worm Week Entry #3: Rider Worm (New Monster)


DESCRIPTION
Rider worms are rust colored and their skin has the appearance of wet red clay. They are quite fast moving and their five-fanged bite emits a very effective paralytic toxin (all saves at -3, duration of 6-24 turns.)

Rider worms enjoy a symbiotic relationship with their carriage worm hosts (see carriage worm), wherein the rider worm does the carriage worm's bidding in furtherance of subduing its prey and, in return, the carriage worm provides it's parasitic forces with nutrition and sustenance. While rider worms are typically non-intelligent, the telepathic commands they receive (through a morse-code like system of electronic pulses) from their carriage worm host are able to provide them with basic objectives against a carriage worm's prey (e.g., to bite a specific nearby creature, to retreat, etc.)

Given the type and the duration of the rider worm's toxin, it is not uncommon for victims debilitated by a rider worm to be lubricated and ingested by the carriage worm, and remain conscious while being digested. The by-product of this digestive process is an intoxicating secretion that provides the rider worm all the nutrients it needs.
Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 20-30
ARMOR CLASS: 7
MOVE: 12"
HIT DICE: 1+2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3 + special
SPECIAL ATTACKS: Paralytic toxin
SPECIAL DEFENSES: Immune to poison
MAGIC RESISTANCE: Standard
INTELLIGENCE: See below
ALIGNMENT: Neutral
SIZE: S (1-2' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 7
HIT DICE: 1+2
MOVE: 120'
ATTACKS: 1 bite
DAMAGE: 1-3 + toxin
NO. APPEARING: 20-30
SAVE AS: Fighter: 1
MORALE: 12 (in presence of host)
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Tuesday, January 10, 2012

Worm Week Continues! New Monster: Carriage Worm

PLASE NOTE: Tuesdays is normally "Illustration of the Week" day, so I hope today's listing lives up to the both the promise of an "Illustration of the Week, as well as a new "Worm Week" entry.

DESCRIPTION
The carriage worm appears as a giant armored worm with overlapping plates, and its head features a sucker like mouth and a pair of optic tentacles. A carriage worm is most active when the ground is moist (e.g., after a long rain) and at night, preferring to avoid the light and heat of day. When burrowing, it's not uncommon for its immense size and length to produce tunnels up to 7' in diameter and dozens of miles long.

At any given time, a carriage worm has 20-30 rider worms (see rider worm) under the folds of its plates and it acts as a sort of "host" for the rider worms who feed from the carriage worm through a series of secretion glands located under its plates. In attack situations, the carriage worm communicates telepathically with its passengers, ordering them to attack the carriage worm's opponent(s.) When the rider worms have successfully paralyzed the carriage worm's victims, they will climb back under the plates of the carriage worm, then the carriage worm will discharge a lubricating sputum from its mouth and devour its prey whole. As the carriage worm's meal is digested, it creates the intoxicating secretion from which the rider worms extract their nutrition.

The carriage worm can "spit" its slippery secretion up to a distance of 10'. Upon a successful "to hit" roll, the worm's target loses 1 point of armor class per digit of the resulting "to hit" roll over the target "to hit" number, until the secretion has been cleaned off.

Rider worm stats to come tomorrow!
Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 6" (3")
HIT DICE: 12
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 + special
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: L (40-50' long)
PSIONIC ABILITY: See below
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 3
HIT DICE: 12**
MOVE: 60' (30')
ATTACKS: 1 spit + special
DAMAGE: See below
NO. APPEARING: 1
SAVE AS: Fighter: 7
MORALE: 10
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Monday, January 9, 2012

New Monster: Crimson Death Worm


Please note: while a "death worm" does exist in 4e (also based on the Mongolian death worm), the creature detailed here is much more in line with the old-school spirit, considering its rather small size (approx. 2-3' long) in relation to its deadliness.

DESCRIPTION
The crimson death worm is a segmented, sausage-like invertebrate that prefers to live in dark, cool, moist areas underneath otherwise dry desert terrain. While they do nest, they are generally burrowers that will not hesitate to abandon dry, hot areas in search of more hospitable accommodations. Crimson death worms feed on a particular family of toxic plants whose red conical flowers not only give the death worm its deep red color, but poisonous abilities as well. While the crimson death worm is relatively small (averaging 2-1/2' in length), it is truly a formidable foe.

Crimson death worms tend to hide while burrowing and will surprise on a 1-3 (on a six-sided die.) The creature's main form of attack is an electrical bolt (2d4) which it will not hesitate to use should any other creature come to close (15'); it may use this attack up to ten times per day. The crimson death worm also has a nasty bite, that combines both shredding teeth (1d4 on hit) and poison (save vs. poison or die in 1-6 turns.)

These scarlet annelids feature three forms of defense. The first is a poisonous secretion that envelopes it body; any creature coming in direct contact with any part of the worm's body must save vs. poison or die in 2d4 turns. The second is an immunity to any form of electrical attack. The third is an explosive defense caused by any successful "to hit" from a edged weapon or flame attack, or by any successful hit from a physical attack (including non-electrical magical attacks like magic missile) that does 3 or more hit points of damage; upon either of these conditions, the worm will "explode" spraying a toxic acid on everything in a 5' radius of the creature, causing 2d4 damage (acid) to affected creatures; additionally, any creature affected by the acid must save vs. poison or die in 3d6 turns; this explosion defense is fatal to the worm.

Oe/1E STATS
FREQUENCY: Uncommon
NO. APPEARING: 1-6
ARMOR CLASS: 7
MOVE: 9" (6")
HIT DICE: 4
% IN LAIR: 10%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: See description
SPECIAL DEFENSES: See description
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: S (2-3' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 7
HIT DICE: 4**
MOVE: 90' (60')
ATTACKS: 1 bite or special
DAMAGE: 1d4 + poison
NO. APPEARING: 1-6
SAVE AS: Fighter: 1
MORALE: 8
TREASURE TYPE: Nil
ALIGNMENT: Neutral