Sunday, 18 June 2017

Jungle Megadungeon: Monsters Part 4

A few more monsters which may be encountered in or around my imaginary snake-cult temple ruins in a jungle megadungeon...

Winged Serpent
HD 3, AC 5, Att: bite (1d4 + poison), Mv 120’ (40’) (flying), Ml 8, Al N, XP 80

Originally bred by the snake-cult's sorcerers, these beautiful yet deadly monsters still nest in treetops around the temple complex, hunting in the jungle below. Their sinuous, 7’ long bodies are azure with yellow diamonds; their feathered wings are white with violet tips; their eyes are indigo with yellow slit-pupils.

Poison: a victim who fails a save becomes rigid -- utterly paralysed -- within 1d6 rounds. Death follows, after three turns.

Crystal Serpent
HD 6 (damage and energy resistance), AC 1, Att: bite (1d8 + poison), Mv 120’ (40’), Ml 10, Al NE, XP 1,070

10’ long cobra statues of pure, transparent crystal, constructed by sorcery and placed as guardians around the tombs of the temple complex. Passing under the watchful gaze of a crystal serpent requires a save versus spells; failure awakens it to attack.

Poison: one who fails a saving throw versus petrification, when bitten, is instantly turned into crystal, along with all equipment. (The spell stone to flesh can restore characters who suffer this fate.)

Damage resistance: non-magical piercing or slashing attacks only inflict a single point of damage (plus STR bonus, if applicable).

Energy resistance: crystal serpents are unharmed by mundane fire and take half damage from magical fire.

HD 5 (plus 10hp per head), AC 6 (body) / 3 (heads), Att: 3-5 x bite (1d6 + constriction), Mv 120’ (40’), Ml 9, Al N, XP 500

12’ long, rainbow-banded, multi-headed snakes bred by the cult of Thaa as companions and guardians. Hydrals are not poisonous, but their multiple heads attack in unison each round, making them dangerous opponents. Each head may target a separate opponent, within 5’.

An individual hydral has between three and five heads. Each head has 10hp, separate to the creature's main hit point total. Attackers may choose to target a head specifically, in which case damage is subtracted from that head's hit point total. If all heads are killed, the hydral is slain.

Constriction: if two bite attacks hit a single opponent in a round, the hydral’s body and tail wrap around and begin to tighten around the victim. The target suffers 1d8 damage per round and a -2 penalty to attacks and Armour Class. Only one target can be constricted at a time.

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