Results tagged “Vault of the Vile”

Ophidian Eviscerator

Click to toggle between black & white and color.
Armor Category:
2 [17]
Monster Type:
Abomination
Health Dice:
4+2*
Outlook:
Malevolent Order
Movement
120' (30')
No. Appearing:
Solitary
Morale:
10
Experience:
250xp
Attacks & Damage:
† Claws (2)1d6 -- † Bite 1d6 -- † Ophidian Blade 1d8 + special (see below)
Special Attacks & Abilities:
† Eviscerating Strike: (Save: Spells) The fell magic of a true ancient ophidian blade causes the opponent to bleed out uncontrollably (1d4/turn). Only a successful save will stop the bleeding.
† Vicious Rend: When an ophidian eviscerator hits the same opponent with both claw attacks, it deals an extra 1d4 points of damage. Both hands must be free at the start of the turn to use this ability.
Treasure & Possessions: Ancient Ophidian Blade, 2d4 gold

AC [Desc] 9 8 7 6 5 4 3 2 1 0
To Hit 6 7 8 9 10 11 12 13 14 15
AC [Asc] 10 11 12 13 14 15 16 17 18 19

Blast or Breath Toxin or Disease Ray or Gaze Magical Device Spells
10 11 12 13 14

Description
Cruel and degenerate survivors of a technologically advanced empire that once covered vast swaths of the surface world, ophidian eviscerators are now relegated to plotting from the shadows.

Some tribes of these alien serpent men retain tenuous connections to their ancient ways; performing brutal rituals whose significance they no longer remember to loathsome primordial gods who no longer care. Others have reverted to bestial barbarism; building lairs in dank caverns, preying on unwary trespassers with cunning and bloodthirsty cruelty.

Behavior & Tactics
It is not known whether these beings are indigenous to this planet or not. They could easily be extraterrestrial or extraplanar in origin. They exhibit qualities of human, insect and reptile in equal and unsettling measure.

The civilized variant typically dwell in remote jungle locales. They maintain vestiges of ancient customs, worshipping loathsome primordial gods with cruelty that matches the ceaseless appetites of their masters. Woe to adventurers who are captured, for their fate will truly be worse than death. Lower ranking civilized eviscerators and their bestial counterparts will charge into battle heedless of their own safety. They are more afraid of the wrath of the temple priests and the foul gods they serve than any mortal enemy.

Notes
Adventurers may spot crumbling stone idols with serpents crawling from the eye sockets or other sights that might lead any locals to issue dire warnings. When encountering such ruins, local guides will invariably be filled with dread, make cryptic mention of some ancient legend (probably involving "armored serpent demons" in their description) and run away, leaving the adventurers to fend for themselves. For the civilized variant, think pulp fantasy serpent men. For the bestial variety, think aliens.

Baleful Destroyer

Click to toggle between black & white and color.

Armor Category:
4 [15]
Monster Type:
Fell Beast
Health Dice:
6d8*
Outlook:
Malevolent Order
Movement
150' (50')
No. Appearing:
Pack (1d4)
Morale:
8
Experience:
500xp
Attacks & Damage:
† Tentacles (2)1d6 — † Claws (2)1d4 — † Bite 1d6
Special Attacks & Abilities:
Illusory Displacement: (-2 Opponent To Hit) The baleful destroyer can project thoughts into its victim's mind, making it appear to be several feet from its actual position.
Deceptive Suggestion: (Save vs. Spells) The baleful destroyer can subtly influence the thoughts of any intelligent creature it makes eye contact with, making the victim fervently believe it is harmless.
Chemical Drain: (Successful melee attack; Save vs. Toxin or take extra 1d6 dmg & reduce movement speed by 10' for remainder of encounter) Upon successfully striking its victim, the creature ingests chemical compounds from the victim's bloodstream, eventually reducing the victim to a husk.
Treasure & Possessions: 30% 1d8 Gems, 10% 2 Magic Items + 1 Potion

AC [Desc] 9 8 7 6 5 4 3 2 1 0
To Hit 8 9 10 11 12 13 14 15 16 17
AC [Asc] 10 11 12 13 14 15 16 17 18 19

Blast or Breath Toxin or Disease Ray or Gaze Magical Device Spells
10 11 12 13 14

Description
Vaguely feline in appearance, baleful destroyers are deadly six-legged predators with fiendish intellects that belie their bestial appearance. Their shimmering hide ranges from indigo to purplish black and two vicious, claw-tipped tentacles sprout from the shoulders. These claws make fearsome weapons, but are also suprisingly dextrous, allowing for manipulation of weapons, tools and traps as needed.

A network of tendrils on the ears and back send and receive electromagnetic vibrations, allowing them to communicate telepathically and subtly manipulate thoughts. They have a voracious appetite and subsist on the raw chemical compounds (primarily phosphorous) derived from the bodies of their prey.

Combat & Tactics
Baleful destroyers are stealthy, vicious apex predators. They will use intellect to outwit and intimidate potential victims, but tend to revert to a bestial state when severe hunger sets in (20% chance when encountered in the wild). When in a bestial state, the Deceptive Suggestion ability is replaced with a simple telepathic broadcast of the creature's murderous intent.

Notes
Feel free to use baleful destroyers as straightforward combat-centric beasts, but they also have potential to be surprisingly intelligent and clever foes. Their mild innate telepathy allows them to coordinate attacks when not encountered individually. The telepathic ability also allows them to appear to be where they are not, making them harder to hit.

Slavering Assimilator

Click to toggle between black & white and color.
Armor Category:
6 [13]
Monster Type:
Abomination
Health Dice:
4d8*
Outlook:
Malevolent Chaos
Movement
90' (30')
No. Appearing:
Individual
Morale:
4
Experience:
225xp
Attacks & Damage:
† 2 Tentacles (1d6) -- † 2 Claws (1d4) -- † Bite (1d6)
Special Attacks & Abilities:
Imitate Lifeform: Given sufficient time (usually 5-10 minutes), the Slavering Assimilator will ingest and faithfully replicate any lifeform it chooses. If interrupted, it will automatically attack with a random Defensive Mutation.
Treasure & Possessions: None

AC [Desc] 9 8 7 6 5 4 3 2 1 0
To Hit 8 9 10 11 12 13 14 15 16 17
AC [Asc] 7 8 9 10 11 12 13 14 15 16

Toxin or Disease Magical Devices Ray or Gaze Blast or Breath Spells
11 12 11 14 12

Defensive Mutations
1. † Deadly Maw: (1d6) A ferocious mouth lined with rows of sharp fangs suddenly appears in the creature's chest or emerges from its splitting cranium.
2. → Digestive Acid: (1d4/round unless neutralized) The creature vomits forth acid that sticks to whatever it touches and dissolves metal plating in 1d4 turns.
3. Sentient Extremity: Limb or head separates with a sickening elastic pop, sprouts legs and crawls away or attacks.
4. Partially Assimilated: The assimilator's skin tears, revealing partially consumed creatures in various stages of consumption. May be recognizable.
5. † Assimilating Tendrils: Whiplike tendrils sprout from a random location on the creature's body, attaching to and enveloping whatever they touch.
6. † Insectoid Limbs: With a grotesque crunch, hideously oversized insect limbs sprout from the assimilator's body.

Description
The slavering assimilator is not so much an individual creature as it is an insidious colony of single-celled organisms which imitate in both form and behavior any living thing they encounter. In its original form, this horrific thing ranges from six to eight feet in height with three hateful glowing red eyes. Writhing tendrils sprout forth from the pulpy, misshapen orb that passes for the thing's head.

In this form the creature is dangerous enough, but the fact that any given piece of this creature can potentially infect, ingest and mimic countless creatures of any species makes it a threat of the highest order. It is effectively a very dangerous and aggressive plague. If allowed to assimilate all life on a planet, it would revert to an amorphous protoplasmic ooze which would eventually devour all life.

Once encountered, the creature must be defeated and destroyed to the last particle (fire or acid make for particularly effective disposal methods) or it will either continue to attack or become dormant only to wait for another group of hapless victims. If the adventuring party fails to deal with it, they may find the next city or town infested with assimilators, or worse!

Ecology & Tactics
Slavering assimilators avoid direct combat if possible and prefer to hide in the shadows and pick off adventurers one by one, replacing them with assimilated copies. If attacked, it will respond quickly with whatever natural weapon it deems most appropriate to the situation.

When under attack or interrupted during an assimilation, the creature drops all pretense of imitation and attacks with a ferocity that matches its desire to survive. It will rapidly and grotesquely deploy any and all natural weapons in its biological arsenal acquired through millenia of ingesting a wide variety of creatures to defend itself from aggressors.

These defensive mutations can appear with alarming, unnatural suddenness and strike with deadly effect. A small but incomplete sampling is found in the Defensive Mutations chart. Feel free to add others. This is definitely a creature that benefits from improvisation during gameplay.

Notes
If played to the hilt, this thing is a potentially world-ending monster and is sure to undermine trust between members of any adventuring party. Of course, it can also be used largely for it's substantial gross-out potential as well.

Wormhound

Click to toggle between black & white and color.

Armor Category:
8 [11]
Monster Type:
Abomination
Health Dice:
4d8*
Outlook:
Bestial
Movement:
100' (25')
No. Appearing:
Pack (1d4)
Morale:
9
Experience:
350xp
Attacks & Damage:
2 Claws (2d4) -or- Bite (1d6)
Special Attacks & Abilities:
Projectile Spikes: (1d4 & Save vs. Toxin or 1d6/turn) The wormhound can fire a tentacle spike from a range of 90'.
Barbed Spikes: (1d4 & Save vs. Toxin or 1d6/turn) Embedded tentacle spikes take 1d3 turns to remove each. Wormhound takes 1d4 dmg per spike.
Night Vision: Sees in the dark up to 60'.
Treasure & Possessions: Cloth scraps, animal & human remains, corroded weapon and armor fragments (20% chance they can be restored), 2d10gp

AC [Desc] 9 8 7 6 5 4 3 2 1 0
To Hit 8 9 10 11 12 13 14 15 16 17
AC [Asc] 10 11 12 13 14 15 16 17 18 19

Toxin or Disease Magical Devices Ray or Gaze Blast or Breath Spells
8 9 10 13 12

Description
The vile wormhound is a truly horrible hybrid that defies accurate description. This predatory monstrosity has a distinctly canine cast to its physique while its sickly, mottled skin is decidedly amphibian in nature. The creature's "head" (if it can be called that) is where earthly comparisons fail.

Its shoulder girdle is ringed with sickening gelatinous eyes the color and texture of rotting blackberries, while the writhing anemone-like frontal mass of tentacles end in vicious poison spikes. Depending on which subspecies of wormhound is encountered, these tentacle spikes may either be projectiles or toxic barbs reminiscent of wasp stingers. In either case, the spikes are poisonous.

Ecology & Tactics
Wormhounds roam damp subterranean caverns and hunt in packs, never straying far from a water source. As a result, they tend to favor caves that are regularly fed by ground and rain water. They prefer to set up ambushes and attack from concealment. If they feel they are outmatched, then they will flee if at all possible, but if cornered, they will fight ferociously.

Wormhound young are kept in well-protected nurseries and are stationary through the first several weeks of life, as the legs take time to develop. They are no less deadly in larval form, however, as wormhounds implant their eggs in walls and ceilings of caverns, and the hatchlings will use their tentacles to grasp, paralyze and devour the unwary.

Notes
Wormhounds are vicious combat machines, plain and simple. Given the two variants, they make good ranged artillery or melee combatants. If you want to make things particularly difficult for adventurers, combine the two!

1

Read This...




Listen to This...