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Bedeviled Tatters

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Bedeviled Tatters 12 HP, 8 STR, 16 DEX, 8 WIL, smother, swirl Swirling clouds of blackened rags, paper, or bandages; an angry red light pulses at its center. Unaffected by mundane un-bladed weapons, which are impaired . Smother: tatters wrap around a single target; the target saves STR each turn or is controlled by the tatters. Swirl: tatters swirl like a raging storm for d4 blast damage. On every 4, an open flame is snuffed out. Sometimes, when a soul dies in great anger, that anger lingers.  And especially when that anger finds no body of flesh remaining, it may attach itself to something near to the body's final resting place--bandages, books, seals, shrouds--and so on. This is the beginning of a Bedeviled Tatters. Though it is raw anger that animates these lingering vestiges, they may yet lie dormant for a time, either totally still or drifting in dispersed, lazy patterns. When the tatters are roused--whether by great commotion or direct ...

Batfolk

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  Batfolk 7 HP, 9 STR, 10 DEX, 14 WIL, claws (d6) Nocturnal, bat-like humanoids with poor eyesight and incredible hearing. Capable of "seeing" anything nearby by echolocation. Love music. A first experience with one of the Batfolk can be quite startling. Most often, one finds themself making their way through the dark only to walk face first into them without warning. Long arms and claws carry them steadily and silently through the dark, and huge, sensitive ears give them a form of sight that their eyes no longer provide. So sensitive is their hearing, in fact, that they can even see around corners simply by making a low clicking from their throats. Their short legs are terminated in knobby feet that are just as dextrous as their hands. Despite their offputting appearance, however, the Batfolk are generally quite sociable. Their incredible auditory gifts make them quite adept at picking up the nuances of spoken language, and they have a parti...

Eldercap

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Eldercap 1 STR, 0 DEX, 9 WIL Wicked blue mushrooms that enthrall living creatures to spread their spores. During the day, they fill the air around them with their spores. The larger they grow, the larger the radius affected. Creatures that ingest the Eldercap's spores are infected; they gain an aversion to salty food, and in d4+2 days they become an Elderthrall. Resistant to flame, and vulnerable to salt or cold. Elderthrall (template) +4 STR, +1 Armor, 1 WIL Their skin grows pale and webbed with fungal tendrils, their eyes dull. Within the radius of an Eldercap's spores, they act according to its will. If they stray too far from that radius, they will climb to a high and secluded spot and a new Eldercap will burst from their spine. Does not roll for Critical Damage. Is not phased by physical harm. The lifecycle of an Eldercap is a curious thing. While all Eldercap's seem to possess the same instinct for dominati...

Dungeon Room Index: Preservation Rooms

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Preservation rooms! The places where things are kept safe, for their value, or simply for their future utility. Here are the rooms: Saving stuff for later The basic gist of a "preservation room" is storing stuff. However, throughout this series we've dipped into that idea in many ways: Armories  store armor and weapons; Libraries store books and similar things; Food Rooms included various kinds of food storage; Galleries included museum like spaces... we could go on, but calling Tombs "storage for dead stuff" is verging on silly. What that leaves us is actually quite appropriate in the context of dungeons: we haven't really talked about storing valuables . Given that dungeons--classically speaking--are places where you find treasure (in all its forms), it only makes sense that you'd wander into some kind of vault or treasury. At least sometimes. Of course, that's not all we could place in this c...

Siege-fire Beetle

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Siege-fire Beetle 9 HP, 2 Armor, 12 STR, 7 DEX, 6 WIL, sticky fire (d8, blast) Large beetles with tough shells full of viscous, burning liquid. Solitary and territorial omnivores, they burn or melt down edible matter and feed on the sticky ash. Their shells deteriorate into oozing burning fluid shortly after death. Targets hit by sticky fire with a 5 or greater take an additional d4 STR damage on the next two rounds.  Named for their profitable employment in many wars, siege-fire beetles are well known for their destructive potential. The largest specimens have been observed spraying their burning liquid over 50 ft; once coated in the stuff, a target will continue to burn as the fluid is slowly consumed. Depriving the flames of oxygen will prevent further burning, but unless the fluid is significantly diluted, or dissolved by a total immersion in wa...

Lurking Lily

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Lurking Lily 8 HP, 11 STR, 4 DEX, 4 WIL, throwing spines (d4), toothy petals (d6) Large, carnivorous, white flower that floats on the water. Stalks prey stealthily by slowly drifting across the water's surface, then lashing out with spiny tentacles and a gaping mouth. (12 DEX in water) Critical Damage: Target is wrapped in coiling tentacles and dragged deep under water. Sometimes the most beautiful things are the most dangerous. At first it appears to be an exceptionally large and impressive water lily, drifting innocently across the water. Only the most paranoid observer will recognize that it always seems to be drifting closer... Lurking Lilies grow in places where water and prey are plentiful; the seed-spawn of a mature Lily will produce many new buds, which grow at the bottom of deep, mossy pools for a time before emerging en masse. At first they only swarm under the water like hungry piranhas, growing rapidly in proportion to their meals. Eventually, the strongest individual...

The Trader

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The Trader 10 HP, 5 STR, 10 DEX, 12 WIL, bag-slam (d10) Small, insectoid merchant that frequents deep dungeons. Appears abruptly in hopes of trading for unusual objects; disappears just as abruptly once a trade is made. If given something it shows interest in, it will give an object in return. Roll 1d6. 1-3: Obscure piece of Junk, 4-5: Item of comparable value and interest, 6: Useful Relic. Deep in the dungeons depths, you may be surprised to run into the Trader. They appear suddenly, and they do not speak, they just stare with wide unblinking eyes. In a moment, they pull something unique from their pack--a trinket, it appears, but with hidden value... at least that's what you presume from their eager insistence. However, they do not accept regular money--they seem to have no use for it. Instead, they trade in kind: an oddity for an oddity. The Trader is scrupulous, and makes for no easy dupe. Be wary, however; the Trader's own wares are useless junk just as often as they are...