Showing posts with label Polyp. Show all posts
Showing posts with label Polyp. Show all posts

Tuesday, December 27, 2011

Hexapodalite: Polyp (Type III)

Hexapodalite
Polyp (Type III)


No. Enc.: 1
Alignment: Chaotic
Movement: 90' (levitation)
Armor Class: 5 (improves by 1 every 3 HD)
Hit Dice: 2 to 12
Attacks: 2d4 (Can split attacks among as many as 6 opponents at a time)
Damage: 1d6 scratch, 2d6 bite, or by weapon
Save: F2 to 12
Morale: 10

Special: Use Clairvoyance, Clairaudience, Ventriloquism and Arcane Eye at will. Can use Shield once per day per HD.
Immune to gaze attacks, illusions and Charm spells.

Note: Hexapodalites are only able to use Discern Weak Points when focused on locating nexii, portals or cross-over points to the exclusion of all other actions.

Hexapodalite Polyps prefer to hover in dark, dismal places away from sunlight and weather. They detest natural weather and instead tend to seek out regions of relatively stable, even stagnant atmosphere. Extreme heat, cold and even pressure are not significant problems to these creature's bizarre biology and they can endure, even thrive within the most poisonous vapors and searing steam of volcanic vents and other, deeper and stranger environs.

They are bound to answer to the Hexagon of Bohz, but only if it is inscribed properly in the prescribed form of bronze mixed to the six-fold proportions set out in the moldering Scrolls of Jalam.


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.