So I'm working on this 1st-level intro adventure for Dungeons & Delvers: Black Book that takes place within the tomb of a jinn floating about the Elemental Plane of Air.
I got the maps (four right now) mostly done, but am still working on room contents and also how some of the power generator puzzles are going to work.
Anywho here are some of the monsters that will be featured in the adventure (with some stat blocks and illustrations):
The, ahem, progeny of dire rats and ghouls (who can also transform into dire rats). They're a bit smarter than your typical dire rat, and their faces are a grotesque approximations of the face of the most recent humanoid they've eaten.
Not sure if I want them to talk. Maybe just babble random words and phrases that the victim did. Was also considering having small, muttering faces emerge all over there body the more they eat.
(Stat-wise just go with dire rats, just a tad smarter and their faces are somewhat more human.)
These elemental creatures erratically and explosively teleport about, releasing halos of crackling electricity each time they appear. Shocks creatures that hit them with melee attacks, and can also discharge bolts of lightning.
Plasma spheres bearing expressive golden masks, mock suns are always encountered in pairs. They propel themselves about the Elemental Plane of Air by emitting powerful winds, and attack by lashing out with fiery pseudopods.
Devouring iron causes them to grow in size: they can sense it for miles around, and their magnetic fields make it difficult for creatures wearing or carrying it to escape. They burn anyone that gets too close and explode when destroyed, so as with jellyfish sprites ranged attacks are preferred.
A crystalline mass that absorbs the light and color from anything it pierces (translates into normal damage plus Charisma drain). It projects flat arms made from shimmering solid light, that it uses to grab things so that it can drain color from them. Once it has enough light and color built up it can emit a weakened prismatic spray effect (usually as a defensive mechanism).
Level 4 Large Elemental
Speed 30 feet; flying
STR +2 DEX +3 WIS +0
CON +1 INT -4 CHA -3
Armor Class 14 DR 1 (crystalline exoskeleton)
Fort +2 Ref +4 Will +0
Immune charm, poison, radiant
WP 20 VP 8 Total 28
Achromatizing "Bite": +4 to hit; 1d8+4 piercing damage; if the target suffers Wound damage they must succeed on a DC 12 Fortitude save or have their Charisma reduced by 1 until they’re exposed to sunlight for 2d4 hours. While the target is suffering from Charisma loss in this way their body is noticeably paler than usual (nearly white).
Prismatic Spray: 30-foot cone; roll 1d8 for each target caught in the blast. In an effect allows a saving throw, the DC is 12.
- 1. Red: 3d8 fire damage, or half on a successful Reflex save.
- 2. Orange: 3d4 acid damage, and the target's AC and DR is reduced by 1 until they heal (if natural armor) or repair it (if worn armor). A successful Reflex save halves the damage and negates the AC and DR reduction.
- 3. Yellow: 3d6 lightning damage, ignoring armor. A successful Reflex save halves the damage (but targets wearing armor or made of metal suffer a -2 penalty to the save).
- 4. Green: 3d6 poison damage, and the target is poisoned for 1d4 hours. A successful Fortitude save halves the damage and negates the poisoned condition.
- 5. Blue: 3d6 cold damage, and the target is slowed until the end of their next turn. A successful Fortitude save halves the damage and negates the slowed condition.
- 6. Indigo: The target's Dexterity is reduced by 1d4 points. If this would reduce the target's Dexterity to -5 or lower they're instead petrified. A successful Fortitude save means the target only suffers a -1 penalty to their Dexterity. Lost Dexterity returns at a rate of one point every 1d6 hours.
- 7. Violet: 3d6 radiant damage and the target is blinded for 1d4 rounds. A successful Fortitude save halves the damage, and the target is only blinded for 1 round.
- 8. Target is Hit by Two Rays: Roll twice and re-roll additional 8's.
The prismatic spider can't use this ability again until it has a chance to feed: this usually means completely absorbing the color from a Medium or larger creature (or partially absorbing the color from several creatures: mock suns are ideal prey), and 1d4 hours of exposure to light.
Prismatic glass (2d4 x 50 sp)
Only found inside the Sky Tomb, these are damaged stelae possessed by jinn spirits that reconfigure themselves into roughly humanoid warriors to attack intruders.
Level 1 Medium Elemental
Speed 20 feet
STR +1 DEX +0 WIS +0
CON +2 INT -2 CHA -2
Athletics +3, Perception +1
Armor Class 12 DR 2 (stone body)
Fort +3 Ref +0 Will +0
WP 7 VP 0 Total 7
Stone Blade: +2 to hit; 1d8+2 slashing damage
Last Gasp: When the weathered guardian is destroyed, every creature adjacent to it must succeed on a DC 11 Fortitude save or suffer 1d4 bludgeoning damage and be knocked prone.
25% chance for a wind shard (1d4 x 10 sp)
There are also ones that are mostly intact: they are tougher, sometimes larger, and can manipulate wind and fly (because jinn spirits).
After putting it to a vote, the next couple of classes on the docket are the warden (think 4E D&D warden) and apothecary (gotta go see what they're all about).
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