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Making monsters mysterious and terrifying: Belker, Lord of Mist!
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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 234787" data-attributes="member: 546"><p>HOW TO USE THE MONSTER MANUAL CREATURES VIRTUALLY "AS IS" BUT AS UNIQUE AND UNEXPECTED CREATURES: </p><p></p><p>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." <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Anyway, here he is... Except where noted otherwise, use the MM stats.</p><p></p><p>BELKER: Lord of Mist, The Unseen </p><p>Hand, The All-Enveloping, The Wisdom </p><p>of Smoke and Shadow, That Which </p><p>Rises And Consumes, The Strangler </p><p>Within, The Fog That Gathers</p><p></p><p>Belker is an independent lesser </p><p>demonic entity that travels the lonely </p><p>swamps and coastal regions of Harn. He </p><p>can only be invoked in mist, fog banks or </p><p>smoking ruins of buildings or bodies. </p><p></p><p>“Belker, Lord of Mist, I summon </p><p>thee! That Which Rises and Consumes, I </p><p>summon thee! Strangler Within, I </p><p>summon thee! Great Fog That Gathers, </p><p>impart to me thyne Wisdom of Smoke </p><p>and Shadow. I invoke thyne Unseen </p><p>Hand both by word and offering. Belker, </p><p>arise from thyne bed of Shadows! </p><p>Belker, arise and envelop me now! </p><p>Belker, arise, come forth and merge with </p><p>me now!” </p><p></p><p>Belker communicates telepathically </p><p>with those who summon him, though </p><p>others will hear a strangled hissing sound </p><p>emanating from the cloud that hides him. </p><p>He will bargain to devour the life </p><p>energies of humans in exchange for </p><p>imparting spells directly into the caster’s </p><p>mind. One sacrifice must be given for </p><p>each spell to be imparted. To impart the </p><p>knowledge, Belker must “become one” </p><p>with his summoner by enveloping him </p><p>and filling his lungs with choking vapors </p><p>which cause the summoner to asphyxiate </p><p>and become unconscious for 2d6 minutes </p><p>(4 Con damage and 1d10 Sanity loss for </p><p>the experience of merging with the </p><p>demon’s gruesome alien mind). When the </p><p>summoner awakes, he finds Belker gone </p><p>and the knowledge he bargained for in </p><p>his mind as promised. </p><p></p><p>Belker knows the following seven </p><p>spells (which he casts at 7th level): </p><p>breath of the deep, circle of nausea, </p><p>consume likeness, obscuring mist, raise </p><p>night fog, steal life, wave of oblivion. </p><p></p><p>Belker Sanity Loss: 0/1d6.</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 234787, member: 546"] 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. [/QUOTE]
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