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Monday, April 8, 2013

New Monster: Gheirlock

“There is a fungus that grows in the Silent Woods, just to the North right along the coast that I need to make the potions.” The apothecary looked pointedly at her.

“You’ve never mentioned this before.” Allianora frowned.

“Before I had someone else that collected it for me.”

“And now?”

“And now I don’t.” The apothecary sighed. “About five weeks ago Alder went into the woods for one of his harvesting expeditions. He didn’t come back, and I haven’t found anyone else willing to go into the woods for more.”

“What about Alder?”

“What about him? He didn’t come back.”

“Did anyone go looking for him?”

“No frelling way. No one goes into the Silent Woods without knowing what they’re doing, and the last thing anyone around here is going to do is to go stomping around calling for someone who’s probably dead anyway. Not unless they’ve got a death wish.”

“What’s so dangerous about the woods?”

“The trees have absorbed the spirits of the dead, the drowned from just off the coast. Pirates drive ships up on the rocks to plunder them, and the dead, well, they wash up on the shore. Then they get dragged into the woods to feed the trees. The only way to get through the woods safely is to not get their attention. No axes, no fire, and no noise.”



Gheirlock

Armor Class: 7
Hit Dice: 3+1* (L)
Move: 120'(40')
Attacks: 1 + special
Damage: 1d6+1 + special
No. Appearing: 0 (1d10)
Save As: F3
Morale: 12
Treasure Type: none
Intelligence: 1
Alignment: Neutral
XP Value: 75

Monster type:
Gheirlocks are a highly aggressive ambulatory fungus. They appear as a central stalk with a rudimentary face, twisted root legs (usually 6-10) and branch like arms (2-4) covered in overlapping layers of various fungi. The pink spores that Gheirlock exudes glows with a faint bioluminescence, and causes strange visions and paralysis to anyone breathing it in. The spores are released from the Gheirlock’s ‘hands’ and can be thrown up to 15’ away. Anyone struck by the spores, or clawed by the hands must make a saving throw vs. poison of become immobile for 1d4 rounds. Anyone kept so immobile suffers a point of wisdom loss for every full turn.

Undisturbed, Gheirlocks may remain motionless for years, but sounds louder than footfalls on soft soil will rouse them to end the disturbance. Their spores are useful in creating numerous magical potions and scrolls.

2 comments:

  1. These creatures are great. I'll probably use this in a WarHammer game some day.

    ReplyDelete
  2. Great post. I'm not much of gamer but your post was really interesting. Gheirlocks are nasty lookin' creatures.
    Connie
    A to Z buddy
    Peanut Butter and Whine

    ReplyDelete

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