Tuesday, April 10, 2012

A-to-Z Challenge, I: Izzoo (New Oe/BX/1E Monster)

This is one of those monsters where I had the drawing first, then the concept for its abilities came after. Like the emerald stinkbug, this one was originally intended for Starmasters but was never statted until now (the "Ekerat" reference in the drawing is from that use as a former Illustration of the Week post.)

Izzoo


DESCRIPTION

Izzoos are strange amorphous, viscid beings that are incessantly on the hunt for the animal flesh they so ravenously desire. They are mindless automatons who do little more than seek and destroy any and all living creatures.

The mucilaginous structure of izzoos make them impervious to all weapons, magical or otherwise, and their cell structure makes them immune to the effects of electric and poison. They are susceptible to magic (except electric and poison) and fire, but all cold-based attacks (including magical) only slow them to 1/2 their normal movement (on a failed saving throw.)

Due to the high calcium contents of bones, Izzoos are incapable of digesting them they way they are capable of eating the flesh from them. Instead, they utilize the arms and legs of their victims as a sort of ad hoc limb system, allowing them to “fling” wads of themselves at a target. They are capable of wielding up to 6 of these limbs at any given time.

The flung goo attack of an izzoo is extremely paralytic and any creature that fails his saving throw (vs. paralysis) will become paralyzed for 5-30 turns. Once an izzoo has subdued a target through paralysis, it will envelop the creature and begin to digest it, a process which takes approximately 1 turn for each 10 pounds in weight of its victim. If there is an incapacitated creature within a 50’ range of an izzoo, it will attempt to consume that creature in lieu of attacking other creatures. It will, however, attempt to defend itself while continuing to consume its prey. Izzoos are also capable of using their mucus covered limbs to affect their paralyzing touch at close range, but if they are not in possession of any limbs they must make all “to hit” rolls at -3.

An izzoo may pass through cracks or under doors, but doing so will “filter out” any bones being held within its structure. Their heavy mass makes izzoos slow movers and keeps them from being able to climb walls, though their cell structure would otherwise allow it.


Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVE: 6”
HIT DICE: 3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1-6
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 6
HIT DICE: 3**
MOVE: 60’
ATTACKS: 1-6
DAMAGE: See below
NO. APPEARING: 1-4
SAVE AS: Fighter: 3
MORALE: 12
TREASURE TYPE: Nil
ALIGNMENT: Neutral

No comments:

Post a Comment