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<blockquote data-quote="Faolyn" data-source="post: 8730910" data-attributes="member: 6915329"><p>Alright, folks, [USER=6704190]@WarDriveWorley[/USER] asked for this one: the dreaded <strong>pernicon</strong>. It’s from the 1e Fiend Folio, but this creature gets both an Ecology article <em>and </em>a revamped version in issue #108, so I consider it fair game. And yeah, these things are pretty nasty. WarDriveWorley, since Level Up doesn’t have any monsters that drain stats, I had to change their method of attack, but I'm pretty sure it's still enough to terrify and anger your players. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>The Ecology article goes into great detail about the importance of the pernicon’s antennae (a useful tool) and how to remove it… from the pernicon’s <em>skull</em>. So, uh. I guess pernicons have an internal skeleton? It also compares the fluids in the pernicon’s brain to a watch with a liquid crystal display, along with a whole attempt to scientifically explain exactly how exactly they can detect elemental water. In these modern days of everything being handwaved via experimental wizardry, planar mutations, eldritch beings, or the will of the gods, I honestly can’t tell if I miss these attempts at biological realism or not.</p><p></p><p>[ATTACH=full]257754[/ATTACH]</p><p><span style="font-size: 15px">Artist: Russ Nicholson (This is from the FF. I’m pretty sure that the art from Dragon Magazine is Dover clipart)</span></p><p></p><p><strong><span style="font-size: 22px"><span style="color: rgb(65, 168, 95)">Pernicon</span></span></strong></p><p>The ecology of the pernicon and The pernicon: a new version, Dragon Magazine #101</p><p>Created by John Nephew, originally by Mary Patterson</p><p></p><p>Pernicons resemble large, wingless grasshoppers. They are primarily straw-colored with splotches of bright red, ochre, blue, and black on their abdomen. They aren’t true insects, as they have a very rudimentary internal skeleton in addition to their carapace, which accounts for their relative toughness. Additionally, unlike grasshoppers, they are omnivorous. Or rather, they are liquivores, and gladly devour the juices from both plants and animals.</p><p></p><p>Pernicons live in large colonies and create “towns” similar to termite mounds—large, oddly-shaped piles of hardened mud and saliva filled with scores of holes for the pernicons to enter and exit from and to provide natural cooling to the inside; these mounds are often several feet high and can extend underground for a half-dozen feet or more. Cold-blooded or flying scavengers often lair near such towns in order to feed on the dried corpses that are inevitably left behind.</p><p></p><p><strong><em>Natural Dowsers.</em></strong> A pernicon’s antennae is an incredibly sensitive sensory organ and can detect the presence of liquid water (even if it’s underground) from a very long distance away. When they sense water, their antennae buzz loudly, reminiscent of a cicada’s hum. They do not, however, drink the water—their mouthparts are unsuited for that. Instead, they prey on the creatures and plants (particularly succulents) that use the water holes. Their bite leaves a small but messy puncture, and they rapidly suck the moisture out of their victim. A lucky creature can remove the pernicon before too much damage is done, but the longer the pernicon drinks, the more and more dehydrated the creature can get. A single pernicon can drain a human dry in a minute—and they are prone to traveling in swarms. Fortunately, they tend to prefer eating plants and will usually only attack if bothered. Although this is not entirely fortunate, as they can quickly strip an area clean of vegetation. When an area has become barren, the entire town migrates, forming a great, multicolored blanket of insects and devouring everything in their path.</p><p></p><p><strong><em>Coveted Resource.</em></strong> Despite the horrors they can bring, pernicons are highly valued by many people. Since they build their towns near places with aquifers, people often seek them out, looking for new sources of water. Roasted or fried pernicon is considered a delicious delicacy among many people, although a rare one—they’re very difficult to raise domestically and so must be caught in the wild. Pernicon eggs are eaten like caviar. However, they are prized even more for their antennae, which retain the pernicon’s water-sensing ability. Removing the antennae from the creature is a difficult task, as they are very delicate things, and requires requiring a DC 15 check with Medicine, Sleight of Hand, or thieves’ tools check. The antenna will vibrate loudly if within 120 feet of water that can fit a 5-foot cube, even if that water is covered or underground. However, an antenna will disintegrate upon getting wet, being exposed to heat or fire, or taking any sort of damage. Intact antenna are typically worth 1 gold each, and live pernicon are sold individually as water-finders for around 5 gold, or in filled buckets for culinary purposes for as much as 50 gold. Six pernicon, eaten raw, act as 1 Supply.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With a Nature check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Pernicon are grasshopper-like creatures that can detect the presence of water from a long distance away.</p><p></p><p><strong>DC 15.</strong> The bite of a pernicon is especially dangerous, because they can quickly suck all the moisture out of a creature, leaving nothing but a dried husk behind.</p><p></p><p><strong>DC 20.</strong> Pernicon are in high demand in many markets, both as food and as water finders.</p><p></p><p><strong><span style="font-size: 18px">Pernicon Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> badlands, deserts, hills</p><p></p><p><strong>CR 1-2</strong> 2d8 pernicon</p><p></p><p><strong>CR 3-4</strong> 1 swarm of pernicons</p><p></p><p><strong>CR 5-10</strong> 1-2 swarms of pernicons; 1-2 swarms of pernicons and 1-2 ankhegs or giant vultures</p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. The corpse of a traveler and their mount, both completely desiccated and covered vicious insect bites.</p><p>2. Nothing but withered plants for miles around.</p><p>3. A large pernicon town, recently abandoned—the colony is now swarming.</p><p>4. A loud buzzing noise.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1-3. Draining the moisture out of succulent plants.</p><p>4-5. Draining the moisture out of a dead or dying creature.</p><p>6. Swarming.</p><p></p><p><strong><span style="font-size: 22px"><span style="color: rgb(65, 168, 95)">Pernicon</span></span></strong></p><p><strong>Tiny beast</strong></p><p>Challenge 1/8 (25 XP)</p><p><strong>AC</strong> 14 (natural armor)</p><p><strong>HP</strong> 4 (1d4+2; bloodied 2)</p><p><strong>Speed</strong> 30 ft., climb 20 ft.</p><p></p><p><strong>STR</strong> 2 (-4) <strong>DEX</strong> 16 (+3) <strong>CON</strong> 14 (+2)</p><p><strong>INT</strong> X (+0) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 2 (-4)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 13</p><p><strong>Senses</strong> blindsight 10 ft., passive Perception 10</p><p><strong>Languages</strong> —</p><p><strong><em>Jumper.</em></strong> The pernicon can jump up to 10 feet horizontally and 5 feet vertically without a running start.</p><p><strong><em>Sense Water.</em></strong> The pernicon can locate water that fills a 5-foot cube or larger that is within a quarter mile</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +2 to hit, reach 5 ft., one target. <em>Hit: </em>1 piercing damage, and the pernicon attaches to the target. A creature can use an action to make a DC 15 Medicine or Sleight of Hand roll to detach it. On a failure, the pernicon is detached but the creature takes 1 slashing damage in the process. It can also detach itself as a bonus action.</p><p><strong><em>Drain Liquids.</em></strong> The pernicon drains liquids from the creature it is attached to. The creature loses 1 hit point and its hit point maximum is reduced by that amount. The reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0. Additionally, the target must make a DC 12 Constitution saving throw or take one level of fatigue. After the pernicon has drained 8 hit points, it detaches itself and can’t use Water Drain again until it finishes a short or long rest.</p><p> The target can remove levels of fatigue gained in this way by consuming two Supply worth of water for each level of fatigue taken.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Pernicons remain attached to a target until either it is satiated or the target is dead. They have no concept of self-preservation.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Swarm of Pernicons</span></span></strong></p><p><strong>Medium swarm of Tiny beast</strong></p><p></p><p>Challenge 4 (1,100 XP)</p><p><strong>AC</strong> 14 (natural armor)</p><p><strong>HP</strong> 52 (8d8+16; bloodied 26)</p><p><strong>Speed</strong> 30 ft., climb 20 ft.</p><p></p><p><strong>STR</strong> 2 (-4) <strong>DEX</strong> 16 (+3) <strong>CON</strong> 14 (+2)</p><p><strong>INT</strong> X (+0) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 2 (-4)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 13</p><p><strong>Damage Resistances</strong> bludgeoning, piercing, slashing</p><p><strong>Condition Immunities</strong> charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious</p><p><strong>Senses</strong> blindsight 10 ft., passive Perception 10</p><p><strong>Languages</strong> —</p><p><strong><em>Jumper.</em></strong> The pernicon can jump up to 10 feet horizontally and 5 feet vertically without a running start.</p><p><strong><em>Sense Water.</em></strong> The swarm can locate water that fills a 5-foot cube or larger that is within a quarter mile</p><p><strong><em>Swarm.</em></strong> The swarm can occupy another creature’s space and move through any opening large enough for a Tiny creature. It can’t gain hit points or temporary hit points.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +2 to hit, reach 5 ft., one target. <em>Hit: </em>11 (2d10) piercing damage, or 5 (1d10) piercing damage if the swarm is bloodied, and 2d10 pernicons attach to the target. A creature can use an action to make a DC 15 Medicine or Sleight of Hand roll to detach 1d4 pernicons. On a failure, the pernicon is detached but the creature takes 1 slashing damage in the process. It can also detach itself as a bonus action.</p><p><strong><em>Water Drain.</em></strong> The pernicon drains liquids from the creature it is attached to. The creature loses 14 (4d6) hit points, or 7 (2d6) hit points if the swarm is bloodied, and its hit point maximum is reduced by that amount. The reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0. Additionally, the target must make a DC 12 Constitution saving throw or take two levels of fatigue.</p><p> The target can remove levels of fatigue gained in this way by consuming two Supply worth of water for each level of fatigue taken.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8730910, member: 6915329"] Alright, folks, [USER=6704190]@WarDriveWorley[/USER] asked for this one: the dreaded [B]pernicon[/B]. It’s from the 1e Fiend Folio, but this creature gets both an Ecology article [I]and [/I]a revamped version in issue #108, so I consider it fair game. And yeah, these things are pretty nasty. WarDriveWorley, since Level Up doesn’t have any monsters that drain stats, I had to change their method of attack, but I'm pretty sure it's still enough to terrify and anger your players. :D The Ecology article goes into great detail about the importance of the pernicon’s antennae (a useful tool) and how to remove it… from the pernicon’s [I]skull[/I]. So, uh. I guess pernicons have an internal skeleton? It also compares the fluids in the pernicon’s brain to a watch with a liquid crystal display, along with a whole attempt to scientifically explain exactly how exactly they can detect elemental water. In these modern days of everything being handwaved via experimental wizardry, planar mutations, eldritch beings, or the will of the gods, I honestly can’t tell if I miss these attempts at biological realism or not. [ATTACH type="full"]257754[/ATTACH] [SIZE=4]Artist: Russ Nicholson (This is from the FF. I’m pretty sure that the art from Dragon Magazine is Dover clipart)[/SIZE] [B][SIZE=6][COLOR=rgb(65, 168, 95)]Pernicon[/COLOR][/SIZE][/B] The ecology of the pernicon and The pernicon: a new version, Dragon Magazine #101 Created by John Nephew, originally by Mary Patterson Pernicons resemble large, wingless grasshoppers. They are primarily straw-colored with splotches of bright red, ochre, blue, and black on their abdomen. They aren’t true insects, as they have a very rudimentary internal skeleton in addition to their carapace, which accounts for their relative toughness. Additionally, unlike grasshoppers, they are omnivorous. Or rather, they are liquivores, and gladly devour the juices from both plants and animals. Pernicons live in large colonies and create “towns” similar to termite mounds—large, oddly-shaped piles of hardened mud and saliva filled with scores of holes for the pernicons to enter and exit from and to provide natural cooling to the inside; these mounds are often several feet high and can extend underground for a half-dozen feet or more. Cold-blooded or flying scavengers often lair near such towns in order to feed on the dried corpses that are inevitably left behind. [B][I]Natural Dowsers.[/I][/B] A pernicon’s antennae is an incredibly sensitive sensory organ and can detect the presence of liquid water (even if it’s underground) from a very long distance away. When they sense water, their antennae buzz loudly, reminiscent of a cicada’s hum. They do not, however, drink the water—their mouthparts are unsuited for that. Instead, they prey on the creatures and plants (particularly succulents) that use the water holes. Their bite leaves a small but messy puncture, and they rapidly suck the moisture out of their victim. A lucky creature can remove the pernicon before too much damage is done, but the longer the pernicon drinks, the more and more dehydrated the creature can get. A single pernicon can drain a human dry in a minute—and they are prone to traveling in swarms. Fortunately, they tend to prefer eating plants and will usually only attack if bothered. Although this is not entirely fortunate, as they can quickly strip an area clean of vegetation. When an area has become barren, the entire town migrates, forming a great, multicolored blanket of insects and devouring everything in their path. [B][I]Coveted Resource.[/I][/B] Despite the horrors they can bring, pernicons are highly valued by many people. Since they build their towns near places with aquifers, people often seek them out, looking for new sources of water. Roasted or fried pernicon is considered a delicious delicacy among many people, although a rare one—they’re very difficult to raise domestically and so must be caught in the wild. Pernicon eggs are eaten like caviar. However, they are prized even more for their antennae, which retain the pernicon’s water-sensing ability. Removing the antennae from the creature is a difficult task, as they are very delicate things, and requires requiring a DC 15 check with Medicine, Sleight of Hand, or thieves’ tools check. The antenna will vibrate loudly if within 120 feet of water that can fit a 5-foot cube, even if that water is covered or underground. However, an antenna will disintegrate upon getting wet, being exposed to heat or fire, or taking any sort of damage. Intact antenna are typically worth 1 gold each, and live pernicon are sold individually as water-finders for around 5 gold, or in filled buckets for culinary purposes for as much as 50 gold. Six pernicon, eaten raw, act as 1 Supply. [B][SIZE=5]Legends and Lore[/SIZE][/B] With a Nature check, the characters can learn the following: [B]DC 10.[/B] Pernicon are grasshopper-like creatures that can detect the presence of water from a long distance away. [B]DC 15.[/B] The bite of a pernicon is especially dangerous, because they can quickly suck all the moisture out of a creature, leaving nothing but a dried husk behind. [B]DC 20.[/B] Pernicon are in high demand in many markets, both as food and as water finders. [B][SIZE=5]Pernicon Encounters[/SIZE] [I]Terrain:[/I][/B] badlands, deserts, hills [B]CR 1-2[/B] 2d8 pernicon [B]CR 3-4[/B] 1 swarm of pernicons [B]CR 5-10[/B] 1-2 swarms of pernicons; 1-2 swarms of pernicons and 1-2 ankhegs or giant vultures [B][SIZE=5]Signs[/SIZE][/B] 1. The corpse of a traveler and their mount, both completely desiccated and covered vicious insect bites. 2. Nothing but withered plants for miles around. 3. A large pernicon town, recently abandoned—the colony is now swarming. 4. A loud buzzing noise. [B][SIZE=5]Behavior[/SIZE][/B] 1-3. Draining the moisture out of succulent plants. 4-5. Draining the moisture out of a dead or dying creature. 6. Swarming. [B][SIZE=6][COLOR=rgb(65, 168, 95)]Pernicon[/COLOR][/SIZE] Tiny beast[/B] Challenge 1/8 (25 XP) [B]AC[/B] 14 (natural armor) [B]HP[/B] 4 (1d4+2; bloodied 2) [B]Speed[/B] 30 ft., climb 20 ft. [B]STR[/B] 2 (-4) [B]DEX[/B] 16 (+3) [B]CON[/B] 14 (+2) [B]INT[/B] X (+0) [B]WIS[/B] 10 (+0) [B]CHA[/B] 2 (-4) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 13 [B]Senses[/B] blindsight 10 ft., passive Perception 10 [B]Languages[/B] — [B][I]Jumper.[/I][/B] The pernicon can jump up to 10 feet horizontally and 5 feet vertically without a running start. [B][I]Sense Water.[/I][/B] The pernicon can locate water that fills a 5-foot cube or larger that is within a quarter mile [B][U]Actions[/U] [I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +2 to hit, reach 5 ft., one target. [I]Hit: [/I]1 piercing damage, and the pernicon attaches to the target. A creature can use an action to make a DC 15 Medicine or Sleight of Hand roll to detach it. On a failure, the pernicon is detached but the creature takes 1 slashing damage in the process. It can also detach itself as a bonus action. [B][I]Drain Liquids.[/I][/B] The pernicon drains liquids from the creature it is attached to. The creature loses 1 hit point and its hit point maximum is reduced by that amount. The reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0. Additionally, the target must make a DC 12 Constitution saving throw or take one level of fatigue. After the pernicon has drained 8 hit points, it detaches itself and can’t use Water Drain again until it finishes a short or long rest. The target can remove levels of fatigue gained in this way by consuming two Supply worth of water for each level of fatigue taken. [B][SIZE=5]Combat[/SIZE][/B] Pernicons remain attached to a target until either it is satiated or the target is dead. They have no concept of self-preservation. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Swarm of Pernicons[/SIZE][/COLOR] Medium swarm of Tiny beast[/B] Challenge 4 (1,100 XP) [B]AC[/B] 14 (natural armor) [B]HP[/B] 52 (8d8+16; bloodied 26) [B]Speed[/B] 30 ft., climb 20 ft. [B]STR[/B] 2 (-4) [B]DEX[/B] 16 (+3) [B]CON[/B] 14 (+2) [B]INT[/B] X (+0) [B]WIS[/B] 10 (+0) [B]CHA[/B] 2 (-4) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 13 [B]Damage Resistances[/B] bludgeoning, piercing, slashing [B]Condition Immunities[/B] charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious [B]Senses[/B] blindsight 10 ft., passive Perception 10 [B]Languages[/B] — [B][I]Jumper.[/I][/B] The pernicon can jump up to 10 feet horizontally and 5 feet vertically without a running start. [B][I]Sense Water.[/I][/B] The swarm can locate water that fills a 5-foot cube or larger that is within a quarter mile [B][I]Swarm.[/I][/B] The swarm can occupy another creature’s space and move through any opening large enough for a Tiny creature. It can’t gain hit points or temporary hit points. [B][U]Actions[/U] [I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +2 to hit, reach 5 ft., one target. [I]Hit: [/I]11 (2d10) piercing damage, or 5 (1d10) piercing damage if the swarm is bloodied, and 2d10 pernicons attach to the target. A creature can use an action to make a DC 15 Medicine or Sleight of Hand roll to detach 1d4 pernicons. On a failure, the pernicon is detached but the creature takes 1 slashing damage in the process. It can also detach itself as a bonus action. [B][I]Water Drain.[/I][/B] The pernicon drains liquids from the creature it is attached to. The creature loses 14 (4d6) hit points, or 7 (2d6) hit points if the swarm is bloodied, and its hit point maximum is reduced by that amount. The reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0. Additionally, the target must make a DC 12 Constitution saving throw or take two levels of fatigue. The target can remove levels of fatigue gained in this way by consuming two Supply worth of water for each level of fatigue taken. [/QUOTE]
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