Saturday, August 8, 2015

Necrotentacles and other squirmy horrors

Here are the Necrotentacles and other undead horrors to lurk in forgotten ruins, filthy sewers, dark dungeons, and fetid tombs. A half dozen (or so) squirmy monsters fro your old school campaigns.

 Necrotentacle, Small
Horrid clambering undead heads supported by eight tentacle-like limbs able to climb quickly on rough surfaces and swing through tress from limb to limb, the last thing their victims often see is the tentacles and then blackness as the undead horrors wraps about their person and begin to suck out their blood.

The Small Necrotentacle does not harm it’s victims with it’s tentacles but should three or more successfully strike a victim it will latch on make a bite attack (+1 to hit per tentacle attached) and begin to drain 2-7 hp of blood per following round until victim or necrotentacle is dead. A Necrotentacle will temporarily gain 1 hp for each 2 hp of blood it drains while latched onto a victim.

A strong character may be able to rip a Necrotentacle free but if they have been bitten they will lose blood for the next 2d6 rounds if not quickly treated for the bleeding wound.

A Small Necrotentacle will reflect Psionic/Mental attacks back at anyone foolish enough to attempt such a tactic vs this hounded 50% of the time, Small Necrotentacles are otherwise unharmed by psionic attacks. They are immune to charms and sleep spells as are most undead.

A human/humanoid slain by a Small NecroTentacle will rise as a Tentaghoul Type-I in 2-5 rounds following death.

Necrotentacle, Small HD 3; AC 8[11]; Atk: 1-6 grab attacks + Bite for 1-4; Move: 12; Save: 14; AL: C; CL:5; ML:8; WIL: 13; Special: Blood Drain, immunities, and Reflect Psionics



Necrotentacle, Medium

These awful undead horrors resemble their smaller kind but their heads are as large as a normal man’s chest and the tentacles can reach up to 10’ in length.

The Medium Necrotentacle is strong enough to draw grab small sized opponents (able to hold up to 3 without impairing mobility). The tentacles of the Medium Necrotentacle ooze in a necrotic toxin that causes horrible pain in the living that immobilizes those that fail a save vs poison for 2-5 rounds due to pain. One tentacles from a Medium Necrotentacles is adequate to capture a small sized foe or three for a medium foe  which will de drawn to the creatures maw to be automatically bitten and be drained of 2 points of constitution per Round until dead.

A Medium Necrotentacle will reflect Psionic/Mental attacks back at anyone foolish enough to attempt such a tactic vs this hounded 67% of the time, Medium Necrotentacles are otherwise unharmed by psionic attacks. They are immune to charms and sleep spells as are most undead.

Those drained of constitution by a medium necrotentacle will rise as a Tentaghoul Type-I in 2-5 rounds.

Necrotentacle, Medium
HD 5; AC 6[13]; Atk: 1-6 tentacles for 1-4 plus poison + Bite for 1-6; Move: 9; Save: 12; AL: C; CL:7; ML:8; WIL: 15; Special: Constitution Drain, immunities,and Reflect Psionics 


Necrotentacle, Large
Disgusting massive undead heads grown to ridiculous size with eight long powerful tentacles limbs. The Large Necrotentaclse can reach opponents up to 30’ away.

The Large Necrotentacle is strong enough to grab man-sized or smaller opponents on a successful tentacle strike and draw it to it’s maw. .The tentacles of the Large Necrotentacle ooze in a necrotic toxin that causes horrible pain in the living that immobilizes those that fail a save vs poison for 2-12 rounds due to pain. Those drawn to the creatures maw will be automatically bitten and be drained of one level per round until dead.

A LargeNecrotentacle will reflect Psionic/Mental attacks back at anyone foolish enough to attempt such a tactic vs this hounded 80% of the time, Large Necrotentacles are otherwise unharmed by psionic attacks. They are immune to charms and sleep spells as are most undead.

Anyone that meets the gaze of a Large Necrotentacle and fails a save vs mental attack is mesmerized and will follow the commands of the creature even if those commands would betray an ally or cause harm to the new puppet of the Large Necrotentacle. Up to six such thralls can be mesmerized at a time and the Necrotentacle can perceive what they do and issue commands at a distance of up to 600’.

Those drained of life by a Large Necrotentacle will rise as a Tentaghoul Type-II in 2-5 rounds.

Necrotentacle, Large HD 9; AC 4[15]; Atk: 1-6 tentacles for 1-4 plus poison + Bite for 1-6; Move: 6; Save: 6; AL: C; CL:11; ML:8; WIL: 18; Special: Life Drain, immunities, Reach, and Reflect Psionics 


Tentaghoul, Type-I
A tentaghoul type-I will appear to be a corpse-like distressed member of it’s species with pale skin with longer than normal tentacle-like limbs.  Small Tenta ghouls can reach a victim 10’ away. Medium Tentaghouls can reach a victim 20’ away. They are immune to charms and sleep spells. The most dangerous feature of these horrid, cunning creatures is their paralyzing touch, any hit from a tentaghoul requires a saving throw or the victim becomes paralyzed for 2d6 turns.

A Tentaghoul seeks to fell prey for Necrotentacles which will be obeyed without question. This slain by Type-I Tentaghouls will not reanimate.

Should a Tentaghoul slay 2 victims it will transform into a Type-II Tentaghoul , it may be attacked as if helpless during the 2 round long transformation.

Tentaghoul, Type-I HD 2; AC 6 [13]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 16; AL C; CL/3; Special: Immunities, paralyzing touch, reach 


Tentaghoul, Type-II
A tentaghoul type-II will appear to be a corpse-like distressed member of it’s species with pale skin with longer than normal tentacle-like limbs with it’s belly ripped open and sprouting a host of disgusting tentacles. Type-II Tentaghouls can reach a victim 20’ away. They are immune to charms and sleep spells. The most dangerous feature of these horrid, cunning creatures is their paralyzing touch, any hit from a tentaghoul requires a saving throw or the victim becomes paralyzed for 2d6 turns.

Type-II Tentaghouls will be obeyed without question. Any victims slain by a Type-II Tentaghoul and not devoured will reanimate as a Type-I Tentaghoul in 2-12 turns.

Should a Type Tentaghoul slay and devour 23 victims it will erupt with the head ripping free and becoming a Small Necrotentacle and the remainder is a Reeking Mass in a startling transformation that may cause fear in those of 3rd level or less that witness the 3 round along transformation.

Tentaghoul, Type-II HD 3; AC 6 [13]; Atk 4 tentacles (1d3), 1 bite (1d4); Move 9; Save 16; AL C; CL/4; Special: Immunities, paralyzing touch, reach. 


Reeking Mass
An awful mobile pile of rotting writhing viscera and fragments of bone and teeth.  This undead horror is sometimes mistaken for more mundane slime or ooze by those that don’t get a good look at it before sit it too late.

Anyone within 30’ of a reeking mass must save or be render ill due to the stench and be unable to function for 2-5 turns while they are overcome with horrible wrenching and other vile sickness.  Undead, Constructs, and Elementals would not be impacted by this stench.

The reeking mass attacks victims by extending disgusting tentacle like pseudopods, should two pseudopods hit one victim in the same round that victim will be drawn into middle of the Reeking Mass and automatically suffer 2-7 hp a round as they are ripped apart by the mass. Any creature slain after being drawn into the Reeking Mass is totally consumed and may not be returned to life short of use of a Wish spell.

A Reeking Mass will grow in size at it consumes additional victims. The Reeking Mass will regenerate 1hp a round from any attack that doesn’t come from a blessed or holy source.  They share the immunities of most undead.

Reeking Mass, Small HD 2; AC 8 [11]; Atk 1-4 tentacle-like pseudopods (1d4); Move 3; Save 16; AL C; CL/3; Special: Immunities,sickness, reach (10’)

Reeking Mass, Medium HD 4; AC 8 [11]; Atk 1-8 tentacle-like pseudopods (1d6); Move 3; Save 16; AL C; CL/6; Special: Immunities,sickness, reach (20’)

Reeking Mass, Large
HD 8; AC 8 [11]; Atk 2-12 tentacle-like pseudopods (1d8); Move 3; Save 16; AL C; CL/10; Special: Immunities,sickness (40’ away), reach (30’)

Reeking Mass, Huge HD 12; AC 8 [11]; Atk 3-18 tentacle-like pseudopods (1d10); Move 3; Save 16; AL C; CL/14; Special: Immunities,sickness (60’ away), reach (40’)

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Notes for Turning:
For games where turnging is based on the HD of the undead I recommend Tentaghouls (type I-and II) be turned as per their HD.  A Reeking Mass should be turned as other undead with half as many HD except for the Huge Reeking Mass which should be a horrible challenge.
The Necrotentacles themselves should be turned as undead with one additional HD.

If yuour game doesn't use HD based turning here are my recommendations for turning
Small Necrotentacle... turn as Ghoul
Medium Necrotentacle.. turn as Wraith
Large Necrotentacle... turn as Vampire
Type I Tentaghoul.. Turn as Ghoul
Type II Tentaghoul...Turn as Wight
Small Reekign Mass... Turn as Zombie
Mediu Reeking Mass... Turn as Wight
Larger Reeking Mass... Turn as Mummy
Huge Reeking Mass... Turn as Lich or Special



2 comments:

  1. doubleplus good!
    got me thinking lots of craziness

    Tentacle necromancers? or Necrotentaclemancy a thing?

    What happens if i cast Resurrection on one?
    were they ever living? or are the discarded bodies of a elder race?
    would they be nicer if they were alive?

    wow got me thinking of fitting into elder mythos for my dnd and my necrobion alien tech in my apocalypse games

    ReplyDelete
    Replies
    1. Excellent, Necrotentaclemancy should be a thing.

      Delete