Sea Encounter Details
Bishop Crab: Hog sized, muddy grey green crabs with bright blue human eyes. They are oddly communal creatures, building inexplicable edifices on their shells, along the beach and in their undersea gardens -- fragile, sometimes beautiful assemblages of detritus that look vaguely like many spired cathedrals. They are scavengers, but will defend their territory, sculpture and selves aggressively with their huge right claws, which can crush and tear through armor with ease. Thrown food or chum will convince Bishop Crabs to retreat unless their sculptures have been damaged.
Bishop Crab: HD: 2 (HP: 12), AC 3(17), ATK: 1*, DAM: 1d8(claw), MV: 40'/Swim 60', ML: 10, SV: F2
*Bishop Crabs treat all non-magical armor as leather (AC 7)
Bishop Crab 5E: HD 3D8+6 (HP: 21), AC 16, ATK: 1(melee)*, DAM: 1D8+2 (claw - penetrating), MV: 30’/Swim 40’, STAT: (S: 15, D: 15, C: 15, I: 7, W: 10, CH: 6)
* The crushing claw of the Bishop Crab treats all normal armors as a maximum of AC 13.
Blood Jelly: Hunting jellyfish of prodigious size that float at the surface to feed. Ponderous clear cushions, they drain blood with their paralyzing flesh and blistering, stinging tentacles, turning pink and then red as they feed. The jellies are far more dangerous to submerged or swimming prey, but can ram small boats to overturn them when aggravated. Jellies can be distracted with living prey or chum. Jellyfish venom loses its potency within an hour of the creature’s death, but with a fire, several hours and proper equipment, one skilled in alchemy or chemic sciences can distill the creatures to form 1D6/2 flasks of valuable regent and topical anesthetic: “pale viscera” worth 100GP per flask.
Blood Jelly: HD: 4 (HP: 25), AC 8(12), ATK: 1*, DAM: 1D6* (sting) or Special** (ram), MV: Swim 40’, ML: 8, SV: F1
* Jellies make one sting attack per round against any target in melee range and in the water with them, and successful attacks inflict damage as well as paralysis for 1D6/2 turns (beware of drowning) on a failed Save v. Paralysis
** If attacked or harassed from above the surface (on a very hostile reaction roll or if a small boat stays near for more than a few minutes), jellies can ram small boats. On an attack roll of 15 or better a jelly can capsize any boat under 20’ throwing its passengers into the sea.
Blood Jelly in 5E: HD: 6D12 (HP: 48), AC 10, ATK: Multi(reach - 10’)* or Special**, DAM: 1D6+3*** (sting - penetrating), MV: Swim 30’, STAT: (S: 17, D: 10, C: 12, I: 1, W: 6, CH: 4)
* The long tentacles of the Blood Jelly can reach anyone in the water within 10’ of the jelly and attack once per round at +3 to hit.
** If attacked or harassed from above the surface (on a very hostile reaction roll or if a small boat stays near for more than a few minutes), jellies can ram small boats. On an attack roll of 15 or better a jelly can capsize any boat under 20’ throwing its passengers into the sea.
*** The sting of the Blood Jelly is paralytic and any creature hit by them must make a DC 15 saving throw or suffer paralysis for a maximum of 1 minute, with a new save allowed each round. Terrestrial creatures will begin to sink and drown during this time unless pulled to the surface or shore.
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Friday, March 13, 2020
Monday, March 2, 2020
Dungeon Crawl Practice 4 - Wilderness Random Encounters
Do not taunt the Sharktopus |
Tilted observation spires and the deck castles of the wrecked fleet are visible above the mangrove canopy from ½ a day’s distance by sea or land, and approach is possible from either direction. No sane captain, familiar with the waters and legends of the Morass will approach closer and neither will Crouch swamp guides or polemen.
Seaward, modern wrecks begin to appear in the shallows about a mile out from the first ancient ships, grasped by claws of bright coral with the newest still awash or with masts above the surface. Anchoring or staying among the wrecks is sure doom for incautious vessels, as within hours wandering coral will surround the vessel, a jungle of poisonous varicolored life drawing a tighter and tighter circle until it reaches up to tear the bilges open with calcified spires.