Archive for Mutation

New D&D Monster: Foul Hound

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , , , , , on June 28, 2011 by Kullervo

Foul Hound

No. Enc.: 1d6
Alignment: Chaotic
Movement: 180’ (60’)
Armor Class: 7
Hit Dice: 3+1
Attacks: 2 (tentacle lash)
Damage: 1d6 plus disease (see below)
Save: F2
Morale: 9
Hoard Class: None
XP: 135

Foul Hounds are large wolves with eyes of baleful green flame and clusters of long, ropy black tentacles emerging from their mouths. They serve evil druids and priests of nature as a boon from the dark gods, and are rarely found in the wild.

The tentacles of a Foul Hound drip with disease, and an adventurer hit by one must save versus poison or be smitten with a horrible fever and die within 2d10 days. The victim may be cured by a cure disease spell, but while sick, takes a -2 penalty to hit rolls and heals from all damage at half the normal rate.

Foul Hounds are also known for their eerie, terrifying howls. An adventurer who hears a Foul Hound’s howl for the first time must save against paralysis or be frozen with madness and fear for 1d6 rounds.

Illustration by David Deitrick

New D&D Monster: Albino Alligator

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , , , , on June 27, 2011 by Kullervo

No. Enc.: 1d6 (2d8)
Alignment: Chaotic
Movement: 90’ (30’)
Swim: 90’ (30’)
Armor Class: 5
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d8
Save: F1
Morale: 7
Hoard Class: None
XP: 29

These blind, subterranean alligators navigate by echolocation, but their subsonic screams cause extreme distraction, irritability and confusion. This effect is magnified when multiple Albino Alligators are present. Every round that a creature is within 10’ of an Albino Alligator, it must save against spells or be affected for that round as if under the influence of a confuse spell. For every Albino Alligator beyond the first one that is within 10’ of a creature, that creature must make its saving throw at a -1 modifier.

Illustration by David Deitrick

New D&D Monster: Giant Mutant Slime Eel

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , , , , , , , on June 24, 2011 by Kullervo

Giant Mutant Slime Eel

No. Enc.: 1
Alignment: Chaotic
Movement (Swim:) 120’ (40’)
Armor Class: 4
Hit Dice: 6+1
Attacks: 2 (bite, acid slime)
Damage: 2d8/2d6
Save: F4
Morale: 8
Hoard Class: VII
XP: 680

When exposed to vile magic for a long period of time, a single Slime Eel may begin to devour its own kind, grow to an enormous size and even develop an evil cunning intelligence. Such Mutant Slime Eels can grow up to 20’ in length and 5’ in diameter, their rasplike mouths grow razor-sharp, flexible chitinous plates develop in segments along their bodies, and their feeding feelers grow longer and gain prehensile dexterity. Only their simple, primitive eye and their sickly pinkish color remain the same.

An active Mutant Slime Eel generates slime that fills the water for 10’ except that the mutant slime eel’s slime is fully acidic, doing 1d6 damage per round to every creature exposed to the slime. The Mutant Slime Eel’s slime also erodes weapons and armor: each turn roll 1d6 for every non-magical weapon or piece of armor exposed to the slime. On a roll of 1, the item is dissolved.

A Mutant Slime Eel can spit its slime as a missile weapon (40’ range), doing 2d6 damage and potentially dissolving weapons and armor as above.

Illustration by David Deitrick