Tuesday, February 28, 2012

New Oe/BX/1E Monster: Abysmal

Among other resources, I like to troll old public domain comics for monster ideas.
This is one is inspired from an old pre-code comic from the 50s.



Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 2-5
ARMOR CLASS: 3 (-variable)
MOVE: 12”
HIT DICE: 8 (+variable HPs)
% IN LAIR: 35%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12/2-12/2-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (12’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
BX STATS
ARMOR CLASS:
3 (-variable)
HIT DICE:
8 (+variable hit points)**
MOVE: 120’
ATTACKS:
2 claws/1 bite + special
DAMAGE:
2-12/2-12/2-8 + special
NO. APPEARING: 2-5
SAVE AS: Fighter: 8
MORALE: 12
TREASURE TYPE: Nil
ALIGNMENT: Chaotic


DESCRIPTION
Abysmals are subterranean dwellers that feed on both the fear of their victims as well as their flesh. They appear with a roughly octopus-like shape, walking aright on 6 tentacles, with 2 arms and a head that are vaguely humanoid, rubbery skin that is mottled gray, and bodies that seem waterlogged and bloated.

The sight of an abysmal alone alone can cause fear which the abysmal will then “feed” upon. For every creature that views an abysmal and fails his saving throw vs. magic, the abysmal gains a -1 bonus to its AC (cumulative against all attackers) while those creatures are within 100’ feet of the abysmal. The only further effect on the attackers that have failed their saving throws is an internal feeling of angst that will persist until that particular abysmal is dead, or the fear has been removed by magical means (even if the creature moves beyond the 100' distance.) Any AC bonus for the abysmal remains in effect while the affected victim is in proximity to the abysmal, regardless of whether the fear has been removed. If the affected creature leaves the effective distance, the bonus to the abysmal is lost, but the affected creature must make another saving throw (as per the first) should he return close enough to view the abysmal again.

In addition to the visage of an abysmal causing fear, every attack the abysmal makes (on successful “to hit” rolls) with its razor sharp talons and/or gouging bite also has repercussive effects. During any melee round that a defender is successfully attacked by an abysmal, the wounded creature must make a saving throw vs. magic (1 throw per melee round per abysmal, regardless of the number of successful hits by that abysmal) or become full of a sense of dread and fear that reinvigorates the abysmal by adding a number of hit points to the abysmal equal to the damage inflicted upon the character (that has failed his saving throw) during that melee round. The number of hit points that an abysmal may gain is not restricted by his starting hit points or his number of hit dice.

Abysmals are immune to the effects of fear and charm.

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