Making monsters mysterious and terrifying: Belker, Lord of Mist!

Kaptain_Kantrip

First Post
HOW TO USE THE MONSTER MANUAL CREATURES VIRTUALLY "AS IS" BUT AS UNIQUE AND UNEXPECTED CREATURES:

Example: the Belker, from the D&D Third Edition Monster Manual. Spells listed are from Call of Cthulhu d20. For 3e, just replace with stinking cloud, obscuring mist, etc., and make him cast as a 7th level sorcerer. There is a huge difference between just another monster and a unique being that PCs hear legends about before tracking down his cult and/or lair. I think this strategy really helps put the magic and mystery back into D&D, making it more mysterious and less "video gamish." :)

Anyway, here he is... Except where noted otherwise, use the MM stats.

BELKER: Lord of Mist, The Unseen
Hand, The All-Enveloping, The Wisdom
of Smoke and Shadow, That Which
Rises And Consumes, The Strangler
Within, The Fog That Gathers

Belker is an independent lesser
demonic entity that travels the lonely
swamps and coastal regions of Harn. He
can only be invoked in mist, fog banks or
smoking ruins of buildings or bodies.

“Belker, Lord of Mist, I summon
thee! That Which Rises and Consumes, I
summon thee! Strangler Within, I
summon thee! Great Fog That Gathers,
impart to me thyne Wisdom of Smoke
and Shadow. I invoke thyne Unseen
Hand both by word and offering. Belker,
arise from thyne bed of Shadows!
Belker, arise and envelop me now!
Belker, arise, come forth and merge with
me now!”

Belker communicates telepathically
with those who summon him, though
others will hear a strangled hissing sound
emanating from the cloud that hides him.
He will bargain to devour the life
energies of humans in exchange for
imparting spells directly into the caster’s
mind. One sacrifice must be given for
each spell to be imparted. To impart the
knowledge, Belker must “become one”
with his summoner by enveloping him
and filling his lungs with choking vapors
which cause the summoner to asphyxiate
and become unconscious for 2d6 minutes
(4 Con damage and 1d10 Sanity loss for
the experience of merging with the
demon’s gruesome alien mind). When the
summoner awakes, he finds Belker gone
and the knowledge he bargained for in
his mind as promised.

Belker knows the following seven
spells (which he casts at 7th level):
breath of the deep, circle of nausea,
consume likeness, obscuring mist, raise
night fog, steal life, wave of oblivion.

Belker Sanity Loss: 0/1d6.
 

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