Sunday, February 18, 2018

[D&D] "Lost" Gygax Monsters (Part 3)

In addition to the monsters I adapted myself for parts one and two, many other creatures were described in Gary's Gord the Rogue series of novels that I don't need to make up stats for because that work has already been done by my friend, AD&D/Greyhawk/Gygax fan extraordinaire, post-TSR-era Gary-collaborator, and all around swell guy GT, aka the Pun Demon, also immortalized in Gary's Hall of Many Panes adventure as McGregtimm the bard.

GT posted some of these monster stats on a now-defunct web-forum many years ago and when I recently found a printout I'd made and asked if he would allow me to repost them here he not only gave me that permission but sent me a revised document including a bunch more content I hadn't seen before. In fact, he's statted up so many new monsters from the Gord novels that I'm going to have to break it up into several parts. We'll start on Oerth with various inhabitants of the Sea of Dust, all as adapted from descriptions in Gary's novel Sea of Death (New Infinities, 1987):


BASIN PLANT

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 9
MOVE: Nil
HIT DICE: 4       
% IN LAIR: Nil
TREASURE TYPE: Nil (incidental)
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 2 - 8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: III/ 85 + 4/HP

Basin plants are found almost exclusively in the Sea of Dust, being an example of the weird effects of evolution and magic working in conjunction.  They appear as a rather luxuriant succulent-like growth of about three or four feet in height and having a diameter of around ten feet.  The leaves are elevated above the ground and the plant’s root system excavates a shallow trench about its base and transpires small quantities of moisture into the air.  The resultant inversion layer causes a mirage of water to appear surrounding the plant.  When an animal approaches to investigate (within three feet or so), tough root tendrils sense the vibrations and shoot forth from the ground to entangle the prey and drag it into the trench.  For every level of Strength above 5, there is a cumulative 5% chance to break free (i.e. - a person with a strength of 13 would have a 40% chance to break free).  Powerful digestive enzymes are released by the tendrils that begin to dissolve the captive, so that the plant can utilize it for moisture and nutrients.  The roots may engage up to four different opponents at a time.

DUST STRIDER

FREQUENCY: Common
NO. APPEARING: 1 – 10
ARMOR CLASS: 7
MOVE: 18"
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1 – 3
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (4' leg spread)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: II/ 65 + 2/HP

These creatures are large arachnids adapted to “skating” over the fine dust and ash in the Sea of Dust.  They resemble giant versions of the common waterstrider, but have six specially adapted legs for movement and two shorter, grasping legs in front.  Their beak-like mandible is capable of delivering a painful bite that is mildly poisonous.  A bite requires the victim to save versus Poison at +1 or take 1 – 3 additional points of damage and suffer mild paralysis for 2 – 8 turns, being capable of only the slightest of movements (finger and toe twitching, eye movement, slurred speech).  Dust striders are mostly carrion feeders, but they will aggressively attack small reptiles and mammals.

GWAHASTI

FREQUENCY: Uncommon
NO. APPEARING: 1 – 10
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 6
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2 – 12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (15' - 20')
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: V/ 350 + 6/HP

Gwahasti are a species of giant lizard that has adapted to the arid climate and treacherous terrain of the Sea of Dust.  They are at the pinnacle of the food chain of that area, even ridgebacks being cautious of engaging one.  They are mostly inactive at night, when their scales are a dark gray, and they liven up as mid-day approaches, by which time their scales have progressed from a metallic gray to a silvery color which reflects much of the daytime heat.  Their scales rise up somewhat as well, to serve as heat radiators, until the sun begins to set.  They feed in the afternoon, hunting in a pack if more than one is present.  They generally feed on small reptiles and mammals, as well as some of the incredibly large insects, arachnids and water-rich plants of the Sea of Dust, but they will bring down larger prey (including humans!) if they are really hungry.  A “to hit” roll of 20 indicates they have clamped their jaws on their prey and inflict double damage (4 – 24).

RIDGEBACK

FREQUENCY: Uncommon
NO. APPEARING: 1 - 12
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 5 – 10 (depending on length)
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3 – 12
SPECIAL ATTACKS: Charge
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: L (10' - 60')
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: VI/ 550 + 10/HP

Ridgebacks, or Dustfish, are gigantic millipedes adapted to living in the Sea of Dust.  They paddle through the dust, often hunting in “schools” and willing to tackle virtually any prey (short of a large group of gwahasti!).  Thunderherders are a favored prey.

These myriapods have wide, flattened bodies with a ridge running down the back.  There is a fin-like crest over the head area, and the creature’s compound eyes are set high upon this for visibility as it plows through the ash.  Its legs are modified into a paddle-like shape, and these propel the creature at a respectable speed.  For every ten feet of length beyond ten feet, they add one hit die to the base of five.

Ridgebacks tend to charge when they sense prey, furrowing a path through the sand five feet in width.  Any potential prey in the creatures path who fails to save versus paralyzation is considered to have been thrown from their feet and stunned for 1 – 3 rounds.  A stunned victim cannot attack, and the ridgeback gains a +4 to attack it while it is so incapacitated.  This attack will work on creatures of ogre or horse size, and smaller.

SNAKEWEED

FREQUENCY: Common
NO. APPEARING: 1 – 20
ARMOR CLASS: 9
MOVE: 1"
HIT DICE: 1 hp
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (1' - 2' long)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: I/ N/A [25 if poisoned by it, once only!]

This oddly adapted plant writhes just below the surface in the Sea of Dust, where it is always found in the vicinity of oases.  It has the appearance of a snake with a gray and green mottled body, but in place of a head there is an opening, surrounded by many small, wiry tendrils.  These tendrils are the modified rootlets of the plant, and they aid in its slow locomotion as well as the plant’s intake of the ashworms, insects and small sub-surface plants that provide its nourishment.  The snakeweed is harmless to humans, and when properly prepared can be eaten, having a taste like crab meat.  The rootlets must all be cut off however, as they contain a paralytic poison!

1 comment: