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  • Dungeon Fantasy "Monster": Recap

    I’m going to write this in the same format I use for my Monster Manual Let’s Reads, even though it’s not really a “monster”.

    The Lore

    These plump mushrooms are a about a foot tall when fully grown, and have purple caps. They’re very distantly related to shriekers, but their abilities are much more specialized.

    When someone disturbs a recap, the mushroom scans the person’s memories and loudly summarizes the most important events of the last week or so of their lives.

    “Most important” here is defined by what’s foremost in the target’s minds. Yes, they do have a tendency to spill closely held secrets that are big sources of anxiety or regret for the victim. Some believe recaps they were originally developed by an underground civilization with a strong tradition in psionics to act as interrogation tools. Nowadays you can find them in the wild inside caves and other damp and dark places, like many dungeons.

    At least one investigator on the surface is known to carry a potted recap around in a specially built cage, using it for its original purpose when questioning suspects.

    Even if the victim manages to resist the mind reading attempt, the recap will still speak a bunch of unconnected nonsense words for a minute or so. Those who are mainly concerned about noise should refrain from touching them at all.

    The Numbers

    Recaps aren’t “monsters” in a literal sense. Despite their radio-announcer voices, they’re nonsapient and immobile. A good whack with any weapon will destroy your typical recap. In GURPS, it has SM -5, DR 0, and 1 HP.

    Wild Recap Cluster

    In the wild, recaps grow in clusters and work like traps. Clusters are usually on the ground, but might also grow on walls or ceilings. If one mushroom in the cluster is disturbed by a touch at least strong enough to jostle it, the whole cluster “activates” and performs its narration as one big speaker. Actual damage also counts, of course - if a damaging attack leaves at least one recap standing, it will activate on the next turn.

    A recap cluster takes up 1 hex and has the following stats.

    Detect: Clusters are usually big enough to be plainly visible. Roll Naturalist at -2 to identify the mushrooms as recaps.

    Disarm: No. Attacks that deal at least 6 damage to the whole hex at once will completely destroy all the recaps before they can activate. Anything less will trigger them.

    Avoid: DX at -5 or Light Walk. The Silence spell will render the cluster harmless for as long as it lasts.

    Save: Quick Contest of Will against skill 16 to avoid having your mind read. Magic Resistance helps.

    Effect: About a minute of loud noises. If the target won the contest of Will, this will be a string of nonsense words. If they lost, the recap will summarize the previous week of their lives as if it was the last episode of a radio serial, potentially airing some dirty laundry.

    Shots: Constant.

    Rearm: No.

    Steal: Roll against Naturalist to harvest one large, healthy recap specimen per hex. This weights 1 lb. and is worth $1000 if delivered intact to the right people back in town.

    Recap Inquisitor

    This consists of a large, healthy recap specimen planted on good soil in a clay pot, surrounded by small but sturdy iron cage with large gaps between the bars. It’s used by the “right people” back in town or by unscrupulous villains in interrogations. They just need to ask (or force) the subject to poke the mushroom.

    The subject must win a quick contest of Will against a skill of 16 to prevent the ‘shroom from narrating all their dirty laundry from the past seven days. It will speak a string of nonsense words if the subject resists, and experienced handlers will know what that means. The cage offers DR 7 against swinging attacks and other impacts (such as dropping the device), but the large gaps mean it doesn’t protect against thrusting ones.

    Recap Inquisitors cost $2000 and weight 10 lbs. Monthly maintenance requires $100 in supplies and success in a Naturalist roll to keep the ‘shroom alive.

    Additional Notes

    I put in the same resistance mechanics for the two entries but I think they’re mostly relevant for an interrogation scenario. When you step onto a recap patch in the wild it’s probably funnier if they just succeed and narrate your last week. It might even be fun to have the PC’s player do the narration if they’re so inclined.

    I say this because in my experience PCs rarely have something to hide from each other, so there wouldn’t be really any dirty laundry that they didn’t want aired. Of course, if you your group is a party of sneaky gits who do keep important secrets from each other, then you should probably keep the resistance test in place.

  • Let's Read the 4e Dark Sun Creature Catalog: Silt Horror

    A silt horror devouring a group of adventurers.

    This post is part of a series! Click here to see the rest.

    The Lore

    As mentioned before, the only sea most Athasians know is the Sea of Silt. The name here is pretty descriptive - an endless expanse of silvery dust that makes up the eastern “border” of the Tyr Region. You can sail on it using special vessels, and its depths conceal many ruins of extinct civilizations, as well as an extensive ecosystem that’s a mystery to most surfacers.

    Those who have more experience with the Sea of Silt might know of the Floating Mantles who sometimes wander into land, but the thing they fear the most is the aptly named Silt Horror. These enormous beasts are more or less Darker and Sunnier krakens, emerging from the deep to wrestle entire ships with their grasping tentacles and devour them with their bottomless maws.

    And that’s for the “basic” version that appears close to shore, the one with white tentacles. Silt sailors who have ventured further away from shore come back with stories about horrors with brown or gray tentacles who are even larger - some of them larger than entire city-states. Are these tales true? Who knows? It’s not like it’s easy to fact-check them.

    The Numbers

    We only get the “basic” white-tentacled silt horror here. The bigger versions, if they exist, are left as an exercise for the GM. Unlike a standard D&D Kraken, the silt horror is not sapient, but that doesn’t make it less dangerous.

    The creature is so large that we get a stat block for the main body and a couple of different stat blocks for its tentacles, which act like minions and regenerate fast enough to keep coming back in the same fight after being “slain”.

    Silt Horror

    The main body of the creature is a Huge Aberrant Beast and a Level 12 Solo Lurker with 496 HP. It has a ground speed of 2 and a burrow speed of 6 on soft earth, which is like a swim speed on the Sea of Silt. It’s Blind, and therefore immune to the blinded conditions and to all gaze attacks. It perceives the world via Termorsense 20.

    The horror’s main trait covers its Regenerating Tentacles. Any time when the horror has less than 4 tentacles within 20 squares of itself, a number of new tentacles appear until it has 4. The horror chooses which types they are from the three available (constricting, raking, sweeping). They appear above ground even if the main body is burrowing, and act on their own initiative, rolled when they appear.

    The main body itself has a fairly basic Bite attack, but the star of the show here is the Chomping Maw maneuver, which deals almost double the damage and can target up to two creatures. The restriction here is that the main body must be entirely underground to attack, and the targets must be grabbed by tentacles.

    As a move action, it can Submerge, burrowing its way to a space that’s entirely underground. This recharges whenever it’s on the surface, so it’s more or less at will. And when one of its tentacles is reduced to 0 HP with a melee attack, it can make a free melee attack of its own before disappearing, dealing 10 extra damage and pushing the triggering PC 5 squares instead of grabbing them.

    Silt Horror Tentacles

    All three tentacle types are very similar to each other, so we’ll cover them in the same entry.

    First, the common traits: all three are Level 12 Minions. They have ground and burrow speeds of 6, and act as sensory organs with the same Tremorsense 20 as the main body. They’re obviously Attached to the silt horror and cannot be more than 20 squares from the main body. They’re also Unhindered, which as we know means they can pull any grabbed victims along with them when they move.

    All three tentacles have a basic Seize attack, which deals physical damage and grabs the victim. The stats that vary between the three types are their creature roles, and what they can do with a grabbed victim using their second attack.

    • Constricting tentacles are Soldiers and their Constricting Grab damages and dazes the victim for a turn.

    • Raking tentacles are Skirmishers and their Sweeping Grab damages and slides the victim 3 squares to a space adjacent to the tentacle.

    • Sweeping tentacles are Brutes and their Suffocating Grab damages and knocks prone.

    Even after the special attacks, the victims remain grabbed - use the standard rules to try to get away.

    Encounters and Final Impressions

    Silt Horrors will most likely be found alone. They’re not sapient so they don’t form alliances, and they’re impossible to tame. At most you might find them already fighting another victim, such as a different ship, or a giant who was wading through the Sea. These fellow targets might be friendly to the PCs, or they might not.

    Another possibility is an horror intruding upon an already ongoing fight against those other ships or giants…

    The mechanics here are very interesting. The tentacles want to grab as many victims as possible and do nasty things to them while bringing them closer to the main body’s location. The main body wants to stay underground until two victims are in reach, use Chomping Maw on them, and then use Submerge to get away again. As long as at least one PC remains grabbed, the horror could do this every turn.

  • Let's Read the 4e Dark Sun Creature Catalog: Silk Wyrm

    A silk wyrm, which looks like a very large snake covered in a segmented green carapace, and whose grinning mouth is about three times as wide as its head.

    The Lore

    Silk Wyrms are snakelike monsters covered in chitinous carapaces. They’re gifted with many natural weapons: bites laced with paralytic venom and the psionic powers of flight, camouflage, and mesmerism.

    Though incapable of communicating in humanoid languages they’re tenacious endurance predators who employ clever hunting strategies.

    Silk Wyrms will shadow their intended prey for days, looking for a time when its guard is down. The book is not too specific about the nature of this prey. It could be an adventuring party, a traveling caravan with humanoids and several kinds of pack animal, or something like a pack of baazrags or other wild animals. What matters is that the prey is easy to hunt and can be eaten “fresh”, because silk wyrms apparently only eat their victims while they’re alive, and abandon them when they die.

    When their intended targets are vulnerable, the silk wyrm will sneak in, paralyze a chosen victim, and devour them on the spot. If it manages to incapacitate more than one victim it will drag one of them to its nest, where it will trap them in silk strands and eat them over the course of the next few days while they’re still alive.

    Silk wyrms band together as hatchlings, but as soon as they reach the adult stage their deeply antisocial instincts take over and they set off on their own to become lone hunters. Only after many years do they become wise enough to overcome this instinct and start allying with other creatures. Some manage to lead bands of their own younger kin, while others can ally with those creatures whose telepathy allows them to communicate with the wyrms and buy their service with easy food.

    The Numbers

    Silk Wyrms are Natural Magical Beasts with the Reptile tag and Low-Light Vision. All silk wyrms have a flight speed, but their flight is Clumsy, which means they have a -4 penalty to attacks and defenses while on the air. This means silk wyrms only fly to travel, but they prefer to fight on the ground.

    We’ll look at their other traits in each stat block below.

    Silk Wyrm Hatchling

    Too frail to set out on their own, hatchlings roam the wastes in bands, spreading out to scout for prey and emitting a loud chirping noise when they find it to call their clutch-mates. They’re Medium-sized Level 3 Minion Skirmishers, with ground and flight speeds of 6.

    Their Blood Scent trait means their attacks against bloodied creatures ignore concealment. These will mostly be bites that deal poison damage and slow for a turn. When the hatchling hits 0 HP, they release Silk Strands as a last attack, which deal a bit of acid damage and restrain (save ends).

    Silk Wyrm Adult

    In their “lone hunter” phase, adults are Large-sized Level 3 Solo Skirmishers with 174 HP. Their flight speed increases to 8, but remains clumsy.

    Adults retain Blood Scent, which works exactly the same way. They will likely start the encounter in Shadow Form (minor, recharges when first bloodied), which makes Insubstantial with Phasing and gives them +5 to Stealth while stopping it from attacking. It can get out of this with a free action, and will do so shortly after springing its ambush.

    Once the wyrm appears in the middle of its targets, and again whenever the power is charged, it will use Mesmerizing Dread (minor, recharge 4+), which deals psychic damage to enemies in a Close Burst 5, slides them 3 squares, and inflicts a -2 penalty to all defenses for a turn. Then it’s bite time.

    Their bites deal more poison damage, since they’re not minions, and their venom becomes stronger. The target is slowed (save ends), which worsens to immobilized (save ends) on the first save and to helpless (save ends) on the second failure. Wyrm Strike lets it bite two different targets with one action.

    Helpless is a funny and very worrying condition. It’s funny because going strictly by the book, you can move and act normally while Helpless. However you’re never just Helpless. The most common way to get this condition is to be unconscious. In this case, even on a strict reading you’ll still be Restrained when you fail your second save and become Helpless.

    Being Helpless is worrying because it makes the victim grant combat advantage, and opens them up to the Coup de Grace action, which is an attack with any applicable power that auto-crits and kills the target outright if it deals more than their bloodied value in damage.

    If the Silk Wyrm manages to get someone immobilized, restrained, or helpless, it will Feed on them, attacking their Fortitide eating one of their healing surges, and healing 10 HP. There’s no damage other than this, apparently, which makes this attack a lot more forgiving in a fight than it would otherwise seem.

    It someone hits the adult wyrm with a melee or close attack, it can respond with Silk Strands as a reaction. This is a melee 3 attack vs. Reflex, dealing acid damage and restraining on a hit.

    Silk Worm Elder

    Elders have lived long enough to learn the value of teamwork despite or perhaps because of the loss of their ability to project silk strands in combat. They band together with one another or with other powerful allies in order to survive and keep eating. They’re Level 14 Skirmishers with 125 HP. Not being solos, they don’t have a blanked +5 on all saves, but they still have that bonus on saves against Immobilized or Slowed.

    Shadow Form and Mesmerizing Dread work exactly the same, with Shadow Form just making the wyrm Weakened instead of preventing attacks entirely. They can only bite once per turn but their venom remains as potent as the adult’s.

    The problem here is the damage: both Mesmerizing Dread and the basic bite do exactly the same damage as the adult’s, which is way, way below what it should be for a level 14 monster.

    Feed, on the other hand, does a huge chunk of physical damage (5d10+6) in addition to deleting a healing surge. It recharges when first bloodied instead of being at-will, but it no longer has any target restictions. They still really want to use this in a helpless target if they can, because it’s going to kill any helpless target with 112 maximum HP or less.

    Still, outside of their one or two uses of Feed, elders are significantly less scary. The venom is still a concern, particularly if they have heavy hitters with them, but barring errata it seems to me elders were made to rush in, use Feed once or twice, and escape the fight using Shadow Form and Serpent Strike, which they still have.

    Encounters and Final Impressions

    I think the Lore section outlines possible silk wyrm encounters pretty well.

    Mechanically, the first two seem okay to me, but the elder is weird. The damage of their bites and Mesmerizing stare needs a buff. It’d make them more consistently dangerous despite making their Feed attack a little less impressive in comparison (as its 28 average damage is not a lot higher than the 22 their bites would need).

  • Let's Read the 4e Creature Catalog: Sand Bride

    A sand bride, which looks like a pretty lady lounging in an illusory oasis that hides a sandstorm.

    This post is part of a series! Click here to see the rest.

    The Lore

    This wouldn’t be a proper D&D monster book without at least one vile seductress that tries to lure in unsuspecting adventurers with her womanly wiles.

    Sand Brides are basically Darker and Sunnier Nymphs. More specifically, they are the things this world’s surviving nymphs turned into when the ecosystem went to shit and the Feywild was mostly destroyed. Like a lot of other Athasian fey, they blame all intelligent natural creatures for their corrupted state, and try to victimize them as an act of vengeance.

    Their preferred tactic is to build traps and ambush spots out in the desert and use their illusion powers to disguise them as safe places like oases, sheltering ruins, or caravan rest stops. Then they disguise themselves as harmless humanoids and try to lure their targets to the ambush. The illustration and some of the descriptions imply these “harmless humanoids” are pretty ladies, but they don’t have to be.

    Once the victims are at the intended spot, the ambush is sprung, and the sand bride will use her sand-bending powers and dehydrating touch to kill the victims, leaving only dried husks behind.

    The Numbers

    Sand Brides are Medium Fey Humanoids and Level 10 Elite Controllers with an even 200 HP. Despite being living beings they have Darkvision and are immune to disease and poison, traits commonly found in undead. Their ground speed is 8, and they have a burrow speed of 6. This doesn’t say it’s for loose earth only, so they could theoretically tunnel through rock.

    Their Sandform Body lets them ignore all difficult terrain, tough they’re less diffuse than the dune constructs we saw previously. They attack in melee with a Dehydrating Touch that deals necrotic damage and inflicts -2 to all defenses for a turn on a hit. At range, they use Sand Blasts that deal physical damage and push 4 squares. Double Attack lets them make two melee attacks per action.

    They can also employ a Sand Drown power (recharge 5+) if the PCs bunch up too much. This is an Area 1 Within 10 attack, dealing heavy physical damage and restraining on a hit.

    Its ability to create illusory terrain is weaponized as an Insidious Mirage (Encounter), which lets the Sand Bride create a zone 4 squares on a side that lasts until the end of the encounter. This counts as difficult terrain for enemies, lets the bride slide enemies who end their turns inside by up to 2 squares as a free action, and can be moved by up to 4 squares as minor action.

    And finally they have Deceptive Veil, allowing them to appear as a humanoid of any species. Piercing the illusion requires an Insight contest against the bride’s Bluff skill of +15. This doesn’t have to be a pretty lady, but it’s apparently traditional. The bride’s stats remain the same while disguised, and she can attack without dropping the illusion.

    Encounters and Final Impressions

    Sand brides target groups of travelers The creatures are fairly social with each other and will organize in groups. They can probably ally with other fey too, or have some Athasian beasts under their control ready to attack.

    I’m not overly fond of vile seductress monsters but sand brides seem easy to reskin into something less cliche while keeping the same tactics.

  • Let's Read the 4e Dark Sun Creature Catalog: Rampager

    A rampager, which look like a big green kaiju with a human-like face.

    This post is part of a series! Click here to see the rest.

    The Lore

    These creatures were known as so-ut in olden times, but most people found that name wasn’t very descriptive, so now they’re known as Rampagers. And they do what it says on the tin.

    True, that doesn’t narrow it down by a lot given that we just looked at Nightmare Beasts, which are also big rampaging monsters. But there are some important differences: Nightmare Beasts are hateful monsters twisted by the energies of the Gray who hate all living things; Rampagers are hateful monsters twisted by vengeful primal spirits who hate all artifice.

    Sure, they’ll kill anything that gets in their way, but the thing they really hate are buildings and other constructed signs of civilization. The cloud of angry elementals that constantly surrounds these creatures fills them with rage and drives them to seek these things out and utterly destroy them with their acidic claws. Ruins or new buildings, it doesn’t matter. They will all be razed to their foundations.

    Those who can’t take on a Rampager in direct combat (i.e, most Athasians) might have a chance to avoid a deadly confrontation by placating the immaterial spirits that surround the creature via rituals or diplomacy, convincing them to direct their weapon elsewhere.

    The Numbers

    A Rampager is a Large Elemental Beast and a Level 21 Solo Brute with 800 HP. It has Darkvision and a ground speed of 7.

    The angry spirits surrounding the so-ut aren’t modeled as separate creatures and cannot be targeted in combat, but I think they might be the source of its Entropic Presence aura (2), which strips immunities and resistances from all creatures and objects within. I believe that does include most of the inherent immunities objects have (such as to poison and necrotic damage).

    The Rampager also has two other passive traits: Destruction’s Storm boosts its damage while bloodied, and Soul of Destruction boosts it even more against constructs, objects, and structures.

    Its active attacks start with acid-laced Reach 2 Claws, which deal a hearty blend of physical and acid damage and penalize AC by -1 until the end of the encounter on a hit. This accumulates to a maximum of -5. And to top it off they have the High Crit property.

    The Bite is Reach 2 and targets Reflex, and seems weak at first, but that’s just the primary attack. If that hits, the creature makes a secondary attack against the target’s Fortitude, which weakens and inflicts 30 ongoing poison damage on a hit (save ends). Entropic Presence makes this as effective against structures and objects as it would be against flesh and blood enemies.

    Our last attack is the one that gives the Rampager its name: Destructive Rampage is an at-will power that lets it make three claw and one bite attack in any order. At most 2 attacks can be directed at the same target, and the monster can shift 2 squares after each one as an effect.

    When the Rampager is first bloodied, and again when it drops to 0 HP, it can use Destructive Rampage as a free action.

    Encounters and Final Impressions

    Overall I wasn’t as impressed by the Rampager’s lore since it comes right after the Nightmare Beast and the Psurlon, but it’s very in theme for Athas. You could also easily reskin it as a sort of tarrasque spawn, since both follow similar themes.

    Mechanically, I think all the mechanics that combine to make it a menace against constructs and structures are really cool. I can easily see an adventure where PCs must somehow direct a rampager to fight something like the Dark Sun version of the Wandering Tower (originally from Threats to the Nentir Vale). And of course, if this thing ever meets a Nightmare Beast meet, they’re going to fight, and while the Rampager as written might not win that one without PC help it can serve as an important distraction.

    The book clearly intends for Rampagers to be found alone, since as mentioned above the spirit cloud is more of an special effect than a separate creature, mechanically. Nothing stops you from adding some actual epic level elementals to the encounter if your PCs are higher level, though.

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