Tuesday, August 4, 2026

New Monster: Gasfruit (Drooling Menace)

 

DESCRIPTION:

A gasfruit (a.k.a., "drooling menace" and "chartreuse fungi") is a nearly spherical fungal organism measuring 4'–8' in diameter. Its leathery outer skin is chartreuse, mottled with darker patches and shallow circular openings that resemble dozens of slack-jawed mouths. Despite its grotesque appearance, the "mouths" possess neither teeth nor tongues—they are merely fleshy pores that periodically pulse open to release spores. Thick strands of glossy violet mucus perpetually ooze from these openings, dangling several feet beneath the creature before dripping away in slow, sticky globs. 

The creature drifts almost silently through the air, buoyed by large internal gas chambers. It seldom moves with purpose, instead bobbing gently upon faint air currents like an enormous seed pod. When disturbed, it slowly rotates, causing its dangling purple strands to sway beneath it.

ABILITIES:

Toxic Secretion. The gasfruit constantly exudes thick strands of sticky violet secretion from its reproductive pores. Any creature that touches the gasfruit (e.g., by making a successful melee attack) or passes directly beneath it has a 2-in-6 chance of being struck by the secretion. A creature struck suffers 1d4 points of acid damage each round for 1d4 rounds. A successful save vs. breath halves the duration (round up), but does not reduce the damage dealt each round.

Volatile Spore Eruption. Gasfruit react violently to open flame. Whenever a torch, lantern, campfire, flaming oil, or other open flame is brought within 30', there is a 1-in-4 chance each round that the creature suddenly convulses, ejecting a cloud of burning acidic mucus and spores in a 30' radius. All creatures within the area suffer 2d4 points of acid damage (save vs. breath for half damage) and become coated in adhesive mucus, suffering from its Toxic Secretion as noted above.

Gas Sac Rupture. When reduced to 0 hit points, the gasfruit explodes in a shower of sticky purple spore-mucus with a radius of 15'. All creatures within the area suffer the same effect as the Volatile Spore Eruption noted above, including the ensuing effects of the Toxic Secretion. 

Buoyant Body. A gasfruit is almost weightless. It ignores pits, water, and uneven terrain while drifting and is unaffected by most ground-based hazards. Strong winds, however, may carry it unpredictably at the DM's discretion.

Resistances & Immunities. As a fungal organism, a gasfruit is immune to poison, sleep, and charm effects. It takes half damage from acid, as its own secretions readily absorb corrosive substances. Furthermore, gasfruit possess no recognizable anatomy and are therefore immune to backstabs.

ECOLOGY:

Gasfruit inhabit damp caverns, abandoned mines, and other humid subterranean environments where slow air currents allow them to drift with little effort. They derive most of their nourishment by slowly absorbing moisture and nutrients from mats of lichen, algae, fungi, and other microbial growth coating cave ceilings, walls, and floors. Individuals frequently linger in especially productive caverns for weeks or months before gradually drifting elsewhere.


Sunday, August 2, 2026

BXDMG (WIP): Holy Symbols

Whenever I find myself waiting somewhere with time on my hands, I tend to get out my phone and start making notes in my Notes app for the BXDMG (or I got back and review previous notes and see if I have any additional thoughts on how I want to treat something). Well, this week, I had a lot of time to kill as I waited for my colonoscopy, so I worked on this—the "Holy Symbols" information. (BTW, I know many of you are old enough to have had a few of these already, and if you haven't had one—ever—PLEASE get yourself checked! And before you ask, my report was generally good; I get to go from the 3-year schedule to the 5-year schedule. But my dad had anal cancer and I've had several friends who've had similar gastro-intestinal cancers, and so much is recoverable if you get checked early. Okay, now back to matters at hand...)

As a reminder, my rules for turning undead by Hit Dice can be found in my BX D&D supplement Fang, Faith Legerdemain, which is also available as POD at Lulu.com



HOLY SYMBOLS

Each religion has its own holy (or unholy) symbol, though powerful religions may employ multiple variations across different regions and sects. Such a symbol acts an active mechanical conduit for divine energy, requiring a cleric to physically brandish it in order to channel divine spells or turn undead. Such symbols (hereby referred to collectively as "holy symbols") stand apart from purely symbolic icons of the faith, which serve mainly as passive, decorative imagery.

A holy symbol is not inherently magical. Instead, it serves as a physical focus through which divine authority is expressed. The power a holy symbol wields comes from the cleric's faith and the favor of the deity (or divine force) they serve—not from the material object alone.

Holy Symbols and Alignment

A holy symbol focuses positive energy. A cleric or paladin uses it as the focus for his spells and as a tool for turning undead. A cleric or paladin can use a holy symbol as a focus if they hold it, wear it visibly, or bear it on a shield.. 

An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or command undead)..

A neutral holy symbol focuses both positive and negative energy, depending on the deity's specific portfolio and the cleric's choices. The symbols of neutral clerics are considered holy to their specific deity or philosophy, not unholy. A neutral deity's symbol represents balance, nature, or specific neutral domains rather than goodness or evil.

Changing Alignment

Because a holy symbol is tied directly to a cleric’s chosen alignment (Lawful, Neutral, Chaotic), a sudden shift in alignment (e.g., due to a curse or similar magical effect) requires a new tool to channel divine power. Under such circumstances, their original holy symbol becomes useless to them mechanically.They must procure a new symbol matching their current alignment before they can affect undead or cast spells again.

Choosing the Form of a Holy Symbol

While traditional faiths often utilize standard manufactured icons, a holy or unholy symbol may take many different physical forms depending on the cleric's specific alignment and background. The final shape, nature, and cost of this spiritual focus are ultimately left to the discretion of the DM.

Typical forms for holy symbols include:

  • Amulets & Talismans: Discrete, standalone manufactured items (like medallions, rings, or tokens) designed exclusively to represent the faith and be physically held aloft.
  • Relics & Reliquaries: Physical remnants of historical, divine, or supernatural importance—such as bones, fragments of objects, or containers housing them—that carry inherent supernatural significance.
  • Emblazoned Gear: Standard adventuring equipment, weapons, armor, or shields that have had the icon of the faith permanently etched, painted, or forged directly into them.
  • Vestments & Garments: Specialized clothing, robes, sashes, or masks where the fabric, color, patterns, or embroidery function collectively as the spiritual focus.
  • Sacred Texts & Liturgy: Books, scrolls, or tablets containing the written doctrine, laws, or sacred symbols of the power being invoked.
  • Ritual Implements & Vessels: Functional ceremonial tools—such as censers, chalices, daggers, or vials—meant for worship but distinct from standard weapons or armor.

For symbols that cannot be easily gripped and lifted, clerics satisfy this requirement by deliberately striking a dramatic posture, pulling garments taut, or presenting the emblazoned gear directly toward the target to clearly channel their power.

Consecration & Desecration of Holy Symbols

Holy symbols used by clerics are ordinarily blessed or consecrated according to the customs of their faith, as unholy symbols are similarly profaned. However, during the course of an adventure, a holy symbol may become desecrated (e.g., as the result of a curse or through prolonged exposure to evil or corruptive forces) or an unholy symbol become sanctified. At the DMs discretion, a neutral symbol is subject to both, affecting its dedication to the balance of Law and Chaos. 

A symbol that has never been consecrated—or one that has been deliberately desecrated—may not function until it is restored, at the DM's discretion. In such circumstances, a holy or unholy symbol whose sacred (or profane) dedication has been removed or negated is unusable is until rededicated. Any cleric of the same faith may rededicate the symbol with one turn of uninterrupted prayer.

Creatures Affected by Holy Symbols

Holy symbols do not repel creatures simply because they are evil or Chaotic. Their power is uniquely effective against the undead, whose unnatural existence is sustained by profane supernatural forces. Other creatures—even demons—may fear divine power, but are not ordinarily compelled by a holy symbol alone.

And then the above will be following by a section on Turning Undead, and the blurb below will be added to the introduction for the "Turning Undead by Hit Dice" rules that originally appeared in Fang, Faith Legerdemain.

When confronting the undead, a cleric may invoke the divine power embodied by their holy symbol. Lawful and Neutral clerics rebuke the undead, while Chaotic clerics command them. The success of either attempt depends upon both the cleric's experience and the power of the undead.






Thursday, July 30, 2026

BXDMG (WIP): Mounted Combat

This is something I've had in a working form for nearly a decade, and as I've been cleaning up text files on my phone (where I tend to put my BXDMG thoughts/notes as I have them), and finding myself with some time yesterday to work on this, this is where I've ended up (for now). 

As a reminder, any sort of "00" page number reference is for when this gets to layout. The "Animal Training" rules referenced here can currently be found in Fang, Faith Legerdemain



Mounted Combat

In order for a mount to be ridden in combat, that mount must be trained for combat (see “Animal Training” on p.00). A rider may attempt to enter combat on a mount not trained for combat; however, the mount must succeed on a Morale check before moving to become engaged and during any round that it is already engaged. The check must be made before the mount’s movement for the round and, if it fails, the mount will immediately flee at full speed to a safe distance. Mounts trained for combat need only check Morale if reduced to half their hp or less and only once per encounter.

During the movement phase of the round, mounts go last. A mounted rider must defer all their movement for the round to their mount in order for the mount to move during the round (regardless of distance), unless the rider is mounting or dismounting, each of which requires 1 round during which the mount must remain stationary and the rider may take no other actions.

Only one-handed melee or ranged attacks may be made by a mounted rider during a round where the mount moves, unless the rider and the mount are trained for “free-rein” handling (e.g., as a class feature, and possibly limited to a specific weapon or weapon type). Otherwise, the use of attacks requiring two hands can only be made from a mount during a round in which the mount has not moved. If a rider untrained in “free-rein” handling attempts a two-handed attack during the round in which their mount has moved, they must save vs. paralysis or fall from their mount, taking 1d6 damage in the process.

Spellcasting is impossible from a moving mount, but magic items requiring only one hand and a command word (e.g., wands and rods) may be used. 

Melee attacks by a rider on a mount vs. an unmounted opponent are subject to the following modifiers (based on the angle of attack):

  • Unmounted opponent is smaller/lower: +1
  • Unmounted opponent is same size/equal: ±0
  • Unmounted opponent is larger/higher: –1

Melee attacks from an attacker on foot against a mounted opponent suffer a  –1 “to hit” penalty against the rider but not the mount. Furthermore, an exact “to hit” roll strikes the mount if the rider is the intended target, and vice versa.

If a mount is slain, the rider must save vs. breath or be thrown from the mount, taking 1d6 damage and and being laid prone. On a natural roll of “1” on the saving throw, the rider is trapped under the mount, taking an additional 1d6 damage in the process. Freeing a trapped character requires a successful Open Doors roll from an assisting character (the trapped character may not free themself). On a successful save, the rider remains upright on the slain mount but must spend 1 round dismounting if they choose to move on foot. 

When a mounted attacker strikes a mounted target with a natural “to hit” roll of "20" using a melee weapon longer than 3’, the targeted rider must make save vs. paralysis or be knocked from the mount to the ground, taking 1d6 damage and being laid prone. The save suffers a –1 penalty for each additional 1’ of weapon length (–1 for a 4’ long weapon, –2 for a 5’ long weapon, and so on). 

Tuesday, July 28, 2026

New Monster: Gelatinous Tyrant

DESCRIPTION:

Gelatinous tyrants are large, translucent cephalopod-like predators whose gelatinous bodies measure about 7–8' tall and 5–6' across. Their nearly transparent flesh bears only the faintest bluish cast, making them almost invisible beneath the water. At the center of the body rests a single large eye, likewise clear and glassy, with only subtle hints of color surrounding its pupil. Two long, muscular feeding tentacles extend from the body, each reaching nearly 10' in length and ending in a powerful circular sucker lined with rings of fine, needle-like teeth. Beneath the body hangs a dense fringe of short sensory cilia that trail constantly in the current.

ABILITIES:

Aquatic. Gelatinous tyrants breathe only underwater and cannot survive long out of it. After spending more than 3 consecutive rounds out of water, the creature begins to dry rapidly, suffering 1 point of damage each round until it is fully submerged again.

Feeding Tentacles. Rather than inflicting normal damage, a successful tentacle attack latches securely onto its victim with its toothed sucker. Beginning immediately on the round of the successful attack, the attached tentacle drains 1d6 hit points each round as it feeds. Each tentacle feeds independently, allowing the creature to drain multiple victims—or a single victim with both tentacles—simultaneously. A latched tentacle remains attached until the victim dies, the tentacle is forcibly removed (on a successful Open Doors roll), or the gelatinous tyrant has consumed approximately 40 hit points of blood, after which it typically releases its prey and retreats to digest. Each tentacle has AC 5 and 8 hit points. Damage dealt to a tentacle does not affect the gelatinous tyrant's normal hit points. A severed tentacle immediately releases any attached victim and cannot regenerate. The tyrant loses one tentacle attack for each tentacle destroyed. A severed tentacle regrows completely in 1d4+2 weeks.

Eye Beam. Once every 5 rounds, a gelatinous tyrant may project a shimmering ray from its central eye at a single creature within 60'. The target must Save vs. Spells or have its buoyancy magically altered (the tyrant's choice), becoming either unnaturally heavy or unnaturally buoyant for 1d6 rounds, regardless of its actual weight or encumbrance. Affected creatures immediately sink toward the bottom or rise toward the surface at a rapid rate. If a creature ascends or descends more than 60 feet before the effect ends, it must Save vs. Paralysis or suffer 1d6 damage for each full 60 feet traveled due to the effects of rapid pressure change. While affected, the creature's movement rate is halved.

Transparent Body. A gelatinous tyrant's nearly invisible body is extraordinarily difficult to detect beneath the water. It surprises opponents on a roll of 1–5 (on 1d6), and all "to hit" rolls made against it while submerged suffer a –4 penalty.  However, as it feeds, the tyrant's transparent body gradually takes on a faint pink coloration from the absorbed blood. This coloration reduces the creature's concealment, decreasing its Transparent Body attack penalty by 1 for every 10 hit points drained (–3 after 10 hp, –2 after 20 hp, –1 after 30 hp, and no penalty after 40 hp). The pink coloration persists for 1 turn after feeding ends before gradually being absorbed into the tyrant's body, allowing it to become nearly transparent once again.

ECOLOGY:

Gelatinous tyrants inhabit deep lakes, flooded caverns, subterranean rivers, and other dark bodies of still or slow-moving water where their transparent bodies render them almost impossible to detect. They are solitary ambush predators, remaining nearly motionless until prey ventures within reach of their feeding tentacles. Once attached, they rarely relinquish a victim until fully sated, often retreating afterward into deep water or submerged crevices to digest.


STATS
ARMOR CLASS: 3
HIT DICE: 7*
MOVE: 0'(0')
     SWIM: 180'(60')
ATTACKS: 2 tentacles
DAMAGE: blood drain
     (1d6/round each)
SAVE AS: Fighter:7
MORALE: 10

INTELLIGENCE: Animal
LANGUAGES: — 
MOTIVATION: Hunger, Survival
DISPOSITION: Ambush Predator
ALIGNMENT: Neutral

LOCATION: Deep lakes, subterranean rivers, flooded caverns, coastal reefs
FREQUENCY: Rare
% IN LAIR: 80%
NO. APPEARING: 1 (1d2)
TREASURE TYPE: C
XP VALUE: 850

Sunday, July 26, 2026

BXDMG (WIP): Death, Estates & Inheritance

As mentioned last week in my Elevation/Acclimation rules, I'm being inspired by life to create additional sections and rules for my BXDMG. This week's inspiration comes from a recent visit to my mother's house to help get her packed up for a move (my father passed away last year without having finished a will, though he left my mother in great shape financially) and an appointment last week at our lawyer's for my wife and I to sign our wills (we have no children but do have 7 nieces). Add that to the campaign I'm currently running and the recent loss and subsequent looting of a party member, and here we are... Death, Estates, and Inheritance. 

As a reminder, any page number references are placeholders for other sections of the book that already exist. (BTW, the forgery information referenced below was previously published in the In Alley & Shadow issue of my zine, and this new section is slated to appear directly after the "Crime & Punishment" section of the BXDMG which was also included in In Alley & Shadow.)


Death, Estates, and Inheritance

To adventurers, the possessions of the dead are often treated as fair prize, but ownership is not always so simple. Local laws, family claims, guild rights, and religious customs may all determine who has the rightful claim to the estate of a fallen PC or NPC. The DM may choose to decide how such matters are handled in the campaign, using them to create roleplaying opportunities, spark moral dilemmas, or lead to new adventures.

Inheritance Customs

For the purposes of this section, an estate includes includes all land, titles, property, wealth, possessions, debts, and other interests left by the deceased (which may be as little as the belongings they carry on their person).

SINGLE-HEIR SUCCESSION: One person inherits the entire estate.

  • Birthright: The estate passes to a designated heir, usually the eldest child. This is common among noble families seeking to preserve their lands and titles. 
  • Appointment: The owner names a single successor, regardless of family ties. This is often used by wealthy merchants, wizards, guildmasters, or those without children. 
  • Closest Kin: If no heir has been named, the nearest eligible relative inherits. 

DIVIDED INHERITANCE:  The estate is divided among two or more heirs.

  • Equal Division: All eligible heirs receive equal shares. This is common in small farming communities and among free families. 
  • Major Share: One heir receives the principal estate, while the remaining heirs divide the rest. This preserves the family's main holding while providing for younger heirs. 

CHOSEN SUCCESSION:  A successor is selected by another individual or group.

  • Family Council: Relatives or clan elders choose the heir. This is common among clans, tribes, and extended family groups. 
  • Liege's Decision: A lord, ruler, or other superior authority appoints the successor. This is often used for feudal lands held in service to the crown. 
  • Order's Choice: Members of a guild, temple, military order, or similar organization choose the next holder. This is common when offices, rather than bloodlines, control the estate. 

INSTITUTIONAL OWNERSHIP: The estate belongs to an organization rather than an individual.

  • Religious Order: A temple or monastery retains ownership and appoints new leadership. 
  • Guild Charter: A guild or company (e.g., a thieves' or adventurers' guild, or mercantile interest) owns the property and selects its officers. 
  • Corporate Estate: Property is jointly owned by partners or investors. 

REVERSION:  The estate does not pass to an heir.

  • Escheat: The estate reverts to the crown or local ruler if no lawful heir exists. This prevents abandoned lands from remaining without an owner. 
  • Life Grant: Property was granted only for the owner's lifetime and returns to the grantor upon death. This is often used for lands granted in exchange for military or public service. 

DEMI-HUMAN TRADITIONS: The following customs represent common traditions among demi-human cultures. Individual clans, realms, and communities may follow different practices.

  • Dwarven inheritance is rooted in institutional continuity. Clans typically own halls, forges, and mines collectively, while individuals inherit only personal possessions, tools, and crafted works. Stewardship of family holdings usually passes to the eldest capable member of the bloodline, preserving ancestral traditions and craft secrets.
  • Elven inheritance is guided by merit and legacy. Because elves live for centuries, inheritance is uncommon, usually occurring only when an elder departs the mortal world or voluntarily relinquishes an estate. Successors are often chosen for their wisdom, artistic achievement, or magical ability rather than birth, with many possessions gifted away long before death.
  • Gnomish inheritance is driven by knowledge and innovation. Workshops, notes, inventions, and unfinished projects typically pass to the most capable apprentice rather than a blood relative. Families often share the income from successful workshops or mines instead of dividing the property itself.
  • Halfling inheritance is centered on family stewardship. The family burrow is usually entrusted to the eldest capable member of the household, while farmland and orchards are commonly worked and shared by the extended family to ensure the prosperity of all.

The Estates of Fallen Adventurers

When a character dies, surviving companions often assume the deceased's possessions become theirs. In some lands this may be true, but elsewhere heirs, temples, guilds, creditors, or local rulers may have lawful claims to part or all of the estate. The referee should decide how such matters are handled in the campaign and use them as opportunities for further adventure.

COMMON CLAIMS: The estate of a deceased adventurer may be claimed by one or more interested parties.

  • Family Heirs: Relatives claim property, coin, or titles according to local custom. 
  • The Church: A temple may require payment for burial rites or claim property donated by custom or testament. 
  • The Crown or Local Lord: If no lawful heir exists, some realms reclaim abandoned property through the Right of Escheat. 
  • Guilds and Orders: Equipment, spellbooks, badges of office, or other items issued by a guild, temple, military order, or wizard's college may remain the property of that organization. 
  • Creditors: Outstanding debts, unpaid taxes, or contractual obligations may be collected from the estate before any inheritance is distributed. 

LEGAL COMPLICATIONS: In most cases, surviving companions are able to dispose of a fallen adventurer's possessions without interference. However, when the party enters a settled area carrying recognizable gear belonging to the deceased, there is (at the DM’s discretion) a 1-in-20 chance a legal complication arises. If a complication arises, the DM may roll 1d6 on the table below or choose the result that best suits the campaign.

FORGING A WILL: Characters attempting to forge a last will and testament should use the normal forgery rules (see p. 00). Success establishes the party as the deceased's lawful heirs or executors. Failure may result in confiscation of the estate, fines, imprisonment, or other penalties (at the DM's discretion).

Wednesday, July 22, 2026

New Monster: Hypnolisk

 

DESCRIPTION:

A Hypnolisk resembles a long, serpentine arthropod measuring 12–18' in length. Its body is composed of thick, chitinous segments armored in dull shades of violet, slate gray, and faded brown. Long ivory spines project from the sides of nearly every segment, giving the creature a jagged silhouette that makes it appear even larger than its actual size.

Its grotesque head is vaguely humanoid yet unmistakably alien, with smooth greenish-gray flesh stretched tightly over a narrow skull. Dominating its face are two enormous spiral-patterned eyes whose slowly rotating pupils seem impossible to focus upon. Beneath them is a broad, fish-like mouth with thin, rubbery lips and rows of fine, needle-like teeth. A short cluster of fleshy sensory barbels hangs beneath the lower jaw like a sparse beard, constantly twitching as they sample subtle vibrations and scents in the surrounding air.

Although capable of slithering across stone with surprising speed, the Hypnolisk more commonly travels through the air. By undulating its segmented body and coiling itself into a loose spiral, it drifts and glides through subterranean passages with eerie grace, seeming to float rather than fly. When hunting or resting, it often suspends itself from ceilings or rocky outcroppings with only the tip of its tail anchored, its body hanging in broad coils while its hypnotic eyes watch silently for approaching prey.

Despite its size, a motionless Hypnolisk is easily mistaken for a cluster of stalactites, tangled roots, or an unusual rock formation. Only the slow, almost imperceptible rotation of its spiraling eyes betrays that it is alive. 

ABILITIES:

Natural Camouflage (Surprise). A motionless Hypnolisk is extraordinarily difficult to distinguish from the cave floor or surrounding stone. A Hypnolisk surprises on a 1–5 (on 1d6), and if the Hypnolisk chooses to remain hidden, it will go undetected 90% of the time, unless a character is actively searching the area where the Hypnolisk is hiding, at which point the chance to go undetected is reduced to 30%.

Hypnotic Gaze. The Hypnolisk’s spiraling eyes exert a powerful mesmeric influence. Any sighted creature that approaches within 30' and looks upon the Hypnolisk must save vs. spells or become hypnotized for 1d6 rounds. Those averting their gaze attack with a –4 “to hit” penalty. While hypnotized, the victim will be drawn to the Hypnolisk, instinctively moving toward it by the safest available route; furthermore, the victim cannot attack the Hypnolisk (but is also not driven to protect or defend it) and will present itself to be bitten automatically (no “to hit” roll required) by the Hypnolisk. The effect immediately ends if the victim takes damage (regardless of source) or fails a saving throw. Victims that survive the duration of the hypnotic effect and those who make their save against the effect are then immune to the gaze of that particular Hypnolisk for 24 hours.

Spined Body. Any creature attempting to grapple or make any sort of melee attack against the Hypnolisk automatically take 1d4 points of damage from the Hypnolisk’s rigid defensive spines. 

Blood Drain. The Hypnolisk’s circular, fish-like mouth is lined with hundreds of tiny recurved teeth that cling tenaciously to flesh. A successful bite inflicts 1d6 points of damage and latches on to the victim. Each subsequent round, the Hypnolisk automatically drains 2d4 hit points as it feeds (no additional attack roll required). The Hypnolisk remains attached until slain or forcibly removed. Forcibly removing the Hypnolisk requires a successful Open Doors roll. Whether the attempt succeeds or fails, the creature making the attempt suffers 1d4 points of damage from the Hypnolisk’s defensive spines. If the attempt fails, the Hypnolisk remains attached and continues feeding normally.

Infravision. The Hypnolisk possesses infravision to a range of 120'.

ECOLOGY:

Hypnolisks inhabit deep caverns, abandoned mines, and winding subterranean passages where traffic is infrequent but inevitable. They prefer narrow tunnels, blind corners, and natural chokepoints where travelers are forced to look directly toward them.

Although capable of pursuing prey for short distances, a Hypnolisk rarely hunts actively. Instead, it relies almost entirely upon patience, remaining perfectly motionless for days or even weeks until an unsuspecting creature wanders within range of its gaze. Victims that resist the hypnosis are often ignored unless they continue approaching the creature's chosen lair.

Little is known of their reproduction. Small clusters of spiral, stone-like eggs are occasionally found cemented to cave walls, but few have ever been observed hatching. Hypnolisks are almost always encountered alone, suggesting that juveniles disperse soon after emerging. Their natural lifespan is unknown, though many scholars believe a single individual may survive for centuries.



STATS
ARMOR CLASS: 4
HIT DICE: 6*
MOVE: 120'(40')
     FLY: 180'(60')
ATTACKS: 1 bite
DAMAGE: 1d6 + blood drain
NO. APPEARING: 1 (1d2)
SAVE AS: Fighter:6
MORALE: 9
TREASURE TYPE: C
ALIGNMENT: Neutral

INTELLIGENCE: Animal
LANGUAGES: — 
MOTIVATION: Hunger, Survival
DISPOSITION: Ambush Predator
ALIGNMENT: Neutral

LOCATION: Underdark, abandoned mines,  caverns, remote ruins
FREQUENCY: Rare
% IN LAIR: 85%
NO. APPEARING: 1 (1d2)
TREASURE TYPE: C
XP VALUE: 570

Sunday, July 19, 2026

BXDMG (WIP): Higher Elevations (including Acclimation)

My wife and I recently spent a few days in Estes Park, Colorado, including a day in Rocky Mountain National Park. It's been easily 25 years since I've been to Denver (which we know is about 5,200' high) and until this weekend, that's the highest elevation I've ever visited, so the 7,500'+ of this elevation has been an eye-opener for me in terms of acclimation. So for the BXDMG, I decided I needed some Elevation & Acclimation rules. Some do exist in the d20 SRD, but I need them to match all the weather and camping stuff I'm working on, and the vibe of BX in general. As always, if you think something seems off or could use some tweaking, please let me know in the comments section. (BTW, the referenced "00" page numbers are placeholders until the layout is complete.)

Elevation & Acclimation

Higher elevations present unique challenges to travelers. Thinner air, colder conditions, and increased physical exertion make travel more demanding, particularly for those unaccustomed to mountain environments. 

Those traveling at 7,500' or higher are subject to the following High Elevation Effects:

  • Daily water requirements are doubled.
  • Additional rest is required until acclimated. 
  • Weather becomes colder and windier. 
  • Fire requires more frequent tending.

Elevation Strata (Elevation Bands)

Elevation is divided into broad bands that identify when the effects of high elevation begin to matter. Although mountains become progressively more demanding with increasing elevation, the effects of high altitude generally do not become significant until approximately 7,500 feet, at which point the High Elevation rules apply.

Water Requirements

At High Elevations, thinner air and increased exertion cause water to be lost more rapidly. All creatures require twice their normal daily amount of water to avoid the effects of dehydration (see p.00). This effect is independent of acclimation and applies to all creatures.

Acclimation & Rest

When a character first enters a higher Elevation Band where acclimation is required, they must spend time adjusting to the thinner air of that Elevation Band or they suffer additional penalties. Unacclimated characters must rest 1 turn after every 2 turns of travel or strenuous activity (instead of the normal rest schedule for overland movement). 

Consult the table below to determine the number of consecutive days required based on the character's Constitution. Until acclimated, the character suffers all High Elevation effects. Because a traveling party can move no faster than its least-acclimated member, all party members must become acclimated before these penalties no longer apply during travel.

If an unacclimated character continues traveling or performing strenuous activity without taking the required rest, they must save vs. paralysis at the end of each additional turn. Failure results in a cumulative –1 penalty to attack rolls, damage, saving throws, and ability checks (maximum –4), and the character takes 1d4 points of damage from exhaustion. One full hour of rest removes one penalty, but hit points are regained at the normal rate. A character who ascends into a higher Elevation Band before becoming acclimated to the previous band suffers a cumulative –1 penalty on all altitude-related saving throws and checks. 

Once a character becomes acclimated to an Elevation Band, this additional rest requirement is removed while in that Elevation Band. The other environmental effects of High Elevation (increased water needs, weather adjustments, fire behavior) remain in effect. 

If an unacclimated character descends to an elevation band to which they are already acclimated—or below 7,500 feet—the rest requirement of High Elevation ceases immediately. Time spent at the lower elevation does not count toward acclimation to the higher band.

A character retains acclimation for one week after leaving an elevation band. After that time, acclimation is lost, and the character must acclimate again before gaining its benefits.

BEASTS OF BURDEN: Horses, mules, and other beasts of burden also require time to acclimate to high elevations. Unless otherwise noted, treat them as requiring the same acclimation period as a character of average Constitution. Creatures naturally adapted to mountainous regions may ignore this requirement at the DM's discretion.

Weather Adjustments

At High Elevations, temperatures are generally colder and winds more persistent than at lower elevations. Treat the Daily Temperature as one step colder, and assume at least a Moderate Wind in exposed areas unless the DM determines otherwise (see p.00). Mountain ridges, passes, and peaks commonly experience Strong Winds, while Gales are frequent during severe weather.

Fire Tending

At High Elevations, thinner air makes fires more difficult to maintain. Fires ignite less readily, burn less vigorously, and consume fuel less efficiently, requiring more frequent attention to keep them burning. Use the table below in place of the standard fire-tending intervals (on p.00).


Additional Considerations

VISIBILITY: Higher elevations often provide excellent visibility. Long sight distances make it easier to spot landmarks, camps, trails, and approaching creatures, but also make travelers more conspicuous. Parties moving along exposed ridges or skylines are much harder to conceal than those in forests, valleys, or broken terrain.

SOUND: In the thin, open air of high mountains, sounds often carry surprising distances. Voices, hammering, horns, and other loud noises may be heard far beyond their normal range at the DM's discretion.

FOOD AVAILABILITY: Above the treeline, treat all Foraging, Hunting, Trapping, and Fishing attempts as one terrain category less favorable than normal (to a minimum of Barren/Broken Land), unless local conditions suggest otherwise.


TRAVEL ROUTES: Routes are often indirect. Cliffs, ravines, glaciers, and mountain passes may force lengthy detours despite short distances "as the crow flies."


INCREASED HAZARDS: High elevations offer little natural shelter. Additionally, travelers are more likely to encounter steep slopes, cliffs, scree, glaciers, and narrow passes, where weather, wind, and falls become greater hazards.