I am up to 18 unique monsters in the
Slumbering Ursine Dunes mini-sandbox (now in its fourth editing iteration and about to roll onto to take off), the monster bestiary now
starting rival the actual pointcrawl and adventure site write-ups in
size. A big fan of new critters to torment and befuddle players this,
naturally, makes me supremely happy.
To give readers a sense of the flavor
of these write-ups I am posting one of the new additions blog-side,
my weirdo twist on the Vodník, a watery “bogey-man” still
sometimes used to scare the living poo out of kids today back in the
mother land.
No. Enc.: 1-2
Alignment: Chaotic (Evil)
Movement: 120’
(40’)
Armor Class: 4
Hit Dice: 4
Attacks: 1
Damage: 1d6 special (see below)
Save: F4
Morale: 10
Hoard Class: XX
XP: 300
It is said that among the Old Pahr
people that a pessimist is someone who thinks that things couldn't be
an worse--and that an optimist believes that it can! Pushing aside
the old wives tale that a surfeit of strong drink drives men to
melancholy, learned men attribute this pervading culture gloom to the
surfeit of malovelent spirits and faeries in that people's mythology.
A particularly nasty example of the
inimical Pahr spirit is the vodník, a male water nymph of a
particularly sour and murderous nature. Vodník often lurk at the
edges of lakes and rivers waiting for lone or small groups of village
folk
Vodník are invisible in the the water
before they strike, but rise as a translucent seeming serpent when
they do. Each strike does 1d6 damage but worse is that the spirit
serpent will attempt to drag the victim down to a watery doom.
Failure to save vs. paralysis will mean that the victim is dragged
into the water.
Once the Vodník has a victim under
water it will shift into its true form, a pot-bellied old man covered
in fine scales, and concentrate on drowning the hapless victim. It
will drown a person in 1d6+1 rounds a process that can only be
stopped with the creature's death.
The Vodník will only take one hit
point of damage from piercing or slashing weapons, but takes full
damage as normal. Fire magic will have no effect on the monster.
Electrical magic will double in intensity. Casting Purify Food and
Water on the creature will kill it outright.
The Vodník will become strangely
mellow (read non-murderous) for 1d6 turns after the witching hour,
often appearing on rocks or floating on the water smoking a carved
pipe. Fishermen as such will often leave offerings of pipe weed to
placate local Vodníki.
Brilliant. A saltwater variant may be the bane of merchants and pirates when entering or leaving port, no?
ReplyDelete"The Vodník will only take one hit point of damage from piercing or slashing weapons, but takes full damage as normal." - full damage... from bludgeoning weapons, I assume? (From magical weapons?)
ReplyDeleteI especially like the "purify food and drink" angle. Has that mythic feel.