Tuesday, December 13, 2011

Monodril: Polyp (Type IV)

Monodril: Polyp (Type IV)
No. Enc.: 1
Alignment: Chaotic
Movement: 180' (Levitation)
Armor Class: 6
Hit Dice: 5 (Regeneration 1hp/turn)
Attacks: 1 (weapon)
Damage: 2d6+poison or by weapon
Save: F10
Morale: 8

Ancient preter-human creatures, the majority of Polyps are psychically-oriented beings who wield a wide range of powers and abilities, but the Monodril were bred to be adepts with weapons, to engage in physical violence on behalf of their masters.

Cultivated within special pools full of toxic compounds and subjected to various forms of manipulation deep inside their cellular structure, the Monodril are highly resistant to most physical attacks and environmental effects (hence the boosted Save). Their flesh is tough, but very pliable and flexible and they only take half damage for blunt weapons.

As with all of their kind, Monodril Polyps hover above the ground by way of an innate psychic levitation ability. They also possess a bizarre assortment of sense organs that effectively allow them to See Invisible, Detect Magic, and Locate Object at will. They 'see' in every direction at once, including across 1d4 planes, including the astral/ethreal, and it is believed they can also observe adjacent time-lines to some degree.

Monodril Polyps always wield one ancient, magical weapon of at least +2 enchantment. Their poison causes an additional 1d6 per turn for 2d4 turns as the victim's own skin begins to loosen and then pull itself free in order to slither off and escape so that it can become a strange, independent new creature in its own right. A Save prevents the skin from animating, and halves the poison damage, but subsequent Saves are at a -1 penalty against this weird toxin.

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