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

BBXDMG (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.

Saturday, July 18, 2026

BXDMG (WIP): Outlines for "Effects of the Environment" and "Natural Hazards"

I'm super happy with the work I've done over the last week or so for the "Effects of the Environment" and "Natural Hazards" chapters for the "Wilderness Adventures" section of my BX DMG. They're both too long to long to share much of here, but I figured that including the outline for them would give a pretty good idea of what they cover.

Thursday, July 16, 2026

New Monster: Thrindle

DESCRIPTION:

Thrindles are gangly, insectoid humanoids standing about 3½ feet tall. Their bodies are covered in sparse, wiry hairs surrounding a chitinous torso and its long, spindly limbs end in hooked claws. Their oversized eyes dominate a narrowing face with a circular, rasping mouth beneath. Rising from the crown of the head is a flexible antenna ending in a small bulbous organ that constantly emits a faint, almost inaudible hum. 


ABILITIES:

Echolocation. A thrindle's enormous eyes do not see in the conventional sense. Instead, specialized organs within them emit constant subsonic pulses that bounce off nearby surfaces, allowing the creature to perceive its surroundings through echolocation to a range of 60'. This sense functions equally well in darkness, smoke, fog, magical darkness, or against invisible creatures, provided they reflect sound. Therefore, a thrindle cannot be blinded by light or darkness, and is not affected by gaze attacks. However, while within the area of a silence spell or any similar sound-negating effect, its echolocation ceases to function, effectively “blinding” the thrindle until it leaves the affected area.

Mimicry. By vibrating its antenna node, a thrindle can imitate simple environmental sounds such as dripping water, distant footsteps, quiet (indistinct) conversation, rattling chains, digging, or cries for help. Thrindles commonly use this ability to lure prey into confined spaces or distract predators while escaping.

Languages. Thrindles speak their own language—a combination of simple chirps, clicks, hums, and subsonic pulses. They can learn broken Common or Dwarvish, though their speech is slow, buzzing, and difficult to understand. They can also communicate silently with other thrindles by transmitting subsonic vibrations directly from one antennae to another with in a range of 60’; any thrindle receiving such a communication can simultaneously “bounce” the transmission to another thrindle within 60’, effectively allowing up to dozens of thrindles to receive the message within seconds of the original message.

ECOLOGY:

Thrindles are opportunistic omnivores that feed on cave insects, fungi, carrion, small animals, and mineral-rich lichens. They nest in abandoned burrows or narrow rock fissures lined with fibrous moss and shed hairs that amplify vibrations throughout the colony. Small groups communicate through rhythmic tapping and humming transmitted through stone, allowing them to coordinate silently over surprising distances. Although eerie and often mistaken for malicious monsters, thrindles are intelligent enough to bargain with those who approach peacefully, sometimes exchanging information about nearby tunnels or dangers for food, shiny trinkets, or interesting sounds.


STATS
ARMOR CLASS: 6
HIT DICE: 2
MOVE: 120'(40')
ATTACKS: 2 claws/1 bite
DAMAGE: 1d3/1d3/1d6
NO. APPEARING: 4d4 (8d4)
SAVE AS: Fighter:2
MORALE: 7
TREASURE TYPE: C
ALIGNMENT: Neutral

Wednesday, July 15, 2026

BXDMG (WIP): Lightning Storms

In support of my continuing work towards a BX DMG, I've been working on Weather rules. I'm working on some special weather conditions and liked what I came up with for Lightning Storms and thought I'd share. As always, if you think something seems off or could use some tweaking, please let me know in the comments section.

LIGHTNING STORM: An atmospheric event charged with violent electrical energy, distinct from a typical thunderstorm. 

In open terrain or high elevations, there is a 1-in-6 chance per exploration turn (or 1-in-20 per combat round) of a lightning strike near the party. The bolt automatically targets the tallest creature wearing metal armor. The target must make a saving throw vs. wands. On a successful save, the bolt is avoided and it leaps to the next tallest creature wearing metal armor, who must then save. If all metal-clad creatures successfully save, the bolt cascades to the tallest creature not wearing metal armor, progressing down in order of height. 

The first creature to fail their saving throw is struck, taking 4d6 points of damage and ending the cascade. If every single creature successfully saves, the bolt harmlessly strikes the ground. However, all those within a 10’ radius of the strike must save vs. breath or be blinding for 1d6 rounds.

Monday, July 13, 2026

Another project on the pile...

I'm playing around with a new idea where I take the new monsters I've been creating and posting to the blog (like the Quarreler) and follow each new monster description spread with a lair for that monster (set up as a short adventure), supported by some additional random tables where space permits. 

This is one of those slow/backburner projects that will get added to a bit at a time, as new monsters come onto the blog. The d30 ECs are my main continued focus right now. 

That being said, here's a sample of what I think it may look like...













Thursday, July 9, 2026

New Monster: Quarreler

DESCRIPTION:

A Quarreler resembles a squat, fleshy mound nearly eight feet across.

The creature's hide is thick, leathery, and mottled in shades of dull olive, ochre, and sickly tan, glistening with patches of translucent mucus that shimmer with static discharge. 

Four enormous mouths are spaced somewhat evenly around its body, each occupying its own quarter of the creature's circumference and lined with jagged yellow teeth. . The mouths never cease their constant stream of guttural, alien speech, each proclaiming its own superiority over the others in a language so discordant that prolonged exposure threatens the sanity of those who listen. 

Around the mouths extend numerous writhing tentacles of varying lengths, each ending in a crackling, finger-like tip that dances with faint blue arcs of electricity

Set among the tentacles are four large, node-like violet eyes. Together they provide an uninterrupted view in every direction, allowing the creature to watch all sides at once without turning its body. 


ABILITIES:

Interspersed Eyes. Four eyes are spaced evenly around the creature's body, granting complete 360° vision. While all 4 eyes are functional, it cannot be surprised. If only two or three eyes are functioning, normal surprise applies. If only a single eye remains functional, it is surprised on a roll of 1–4 (on 1d6). Each light spell (or similar blinding effect) can blind only a single eye. If targeting an eye specifically, the strike suffers a “to hit” roll penalty of –3 and 3 points of cumulative damage are required to fully disable an eye. Damaged eyes recover at a rate of 1 hp per week unless magically healed.

Tentacle Attacks. The creature's writhing tentacles lash out independently of its mouths. Each round it may make up to four tentacle attacks, each against a different opponent occupying one of its four attack zones (a 90° arc centered on each mouth). A successful hit results in 1d6 tentacles landing against the opponent.. Each tentacle inflicts 1 point of electrical damage. Additionally, the victim must save vs. paralysis with a –1 penalty for each tentacle that struck.; failure leaves the victim wracked with agonizing pain and stunned for 1 round.

Bite Attacks. Each of the creature's four mouths may bite once per round, but each bite may only target an opponent within that mouth's 90° attack zone. A successful bite inflicts 2d6 damage. If the target is stunned (such as from the creature's tentacle attack), the bite automatically hits (no attack roll required).

Boastful Discord. Once engaged in combat, each round after any of the mouths make a successful bite attack, there is a 25% chance per successful bite attack during the previous round that the creature will engage in a Boastful Discord where each mouth boasts of its own superiority in an incomprehensible, alien tongue. The mouths do not argue with one another so much as speak over each other, each proclaiming itself the strongest, cleverest, or most worthy. If one mouth boasts for the round, they all boast the for the round, and the creature can make no mouth or tentacle attacks for the round. The overlapping voices create a maddening chorus that mortal minds cannot properly comprehend. Any intelligent creature within 30’ capable of hearing the creature must save vs. spells or suffer confusion (as the magic-user spell) for 4 rounds. A creature can only be affected by this ability once per day and is immune for 24 hours after. A creature that successfully saves is immune to this ability for the next 24 hours. The creature, others of its kind, and aberrations that speak Deep Speech are immune to this effect. The Boastful Discord will continue until the creature takes damage or fails throw, returning to normal combat tactics the following round.   

Resistances. Immune to all poison. Takes only half damage (round fractions down) from acid, cold, and electrical attacks, including magical forms of these attacks.

Infravision. Each its four eyes possesses infravision to a 120’ range.

ECOLOGY:

Quarrelers are solitary apex predators that lair in deep caverns, ancient ruins, or other isolated places where prey eventually wanders within reach. They consume nearly any living creature but appear to derive particularly enjoyment from the fear, pain, and confusion of intelligent victims. Though they have no known natural predators, quarrelers are fiercely territorial and will attack even others of their own kind if their domains overlap.


STATS
ARMOR CLASS: 2
HIT DICE: 10*
MOVE: —/90'(30')
ATTACKS: 4 tentacles/4 bites or 1 special
DAMAGE: 1d6+specieach/2d6 each or special (stun)
NO. APPEARING: 1 (1)
SAVE AS: Fighter:10
MORALE: 10
TREASURE TYPE: E
ALIGNMENT: Chaotic