Converting World of Greyhawk monsters

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Oh, right, they need the wings quickly in that adventure. Good.

Organization: tribe (50-185)? or clan?

6 ft and 500 lb?
 





Scryxull
CLIMATE/TERRAIN: Any
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: Non- (0)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-6
ARMOR CLASS: 5
MOVEMENT: 12
HIT DICE: 4+8
THAC0: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Strength drain, spittle
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: L (15'-20' long)
MORALE: Special
XP VALUE: 975

The scryxull can best be described as a zombie snake. They are created by evil clerics and magic users to serve as guardians in vile and loathesome places.

Scryxulls resemble normal snakes, but have been observed in sizes up to 20 feet long. Their most distinguishing characteristic is their skin. which varies in color according to the snake's original appearance. What makes their skin unusual and instantly recognizable is that it appears to be covered by a layer of dust. Closer inspection reveals. however, that this is not dust, but a crusty layer of dead skin.

A scryxull's eyes can also give it away as a zombie snake. Recently created scryxull have solid black eyes. regardless of their original color. They maintain a sheen for up to six months. after which the eyes begin to dry and become dull. Eventually. the eyes drop out altogether.

Combat: The scryxull are fierce fighters and always battle to the death. They never retreat. They attack automatically when encountered. but can be called off by a command word from their master.

Scryxull always attack using their bite first. Their length allows them to rise off the ground much like a cobra. allowing them to attack face to face. Many people find this unnerving, and the weak of heart are overcome by fear. Non-adventurers have a 50% chance of succumbing to fear; at 0 level, a 10% chance; at 1st level, a 5% chance; and at 2nd level, a 2% chance.

When the scryxull makes a successful bite attack, it inflicts 2-8 hp and drains 1-3 points of strength.

If the scryxull is wounded or somehow prevented from striking with its bite. it will use its spit weapon. Once every four rounds. the scryxull can spit (THAC0 15) an oily glob of dust at its victim, aiming for areas of exposed flesh. especially the face. The spittle acts as a strong topical anesthetic and eventually paralyzes the victim at the following rate:

Round - Effect
1st round - Area of contact feels numb
2nd round - Area begins to stiffen; victim attacks at -4 penalty.
3rd round - Area becomes stiff; if face, arm, or hand affected, victim drops weapon. Vision and speech impaired if the face was affected; victim attacks at -4 penalty if leg affected.
4th round - Victim can no longer stand if leg was affected; breathing is labored if face was affected; arm is completely stiff and useless if affected.
5th round - No change for arm or leg; victim falls unconscious if face was affected.

Characters are allowed a saving throw vs. paralysis to avoid the effects of the spittle. Armor. clothing. and weapons suffer no ill effects from the spittle. If the spittle is washed off with ordinary water. the effects do not progress beyond that round. Ifwashed off with holy water, the symptoms are removed completely.

If a victim is struck in the torso, follow the effects as if struck in the face. The paralysis will affect the chest muscles. making breathing difficult.

If a victim is a spellcaster, paralysis will limit or prohibit casting. If struck in the face, the spellcaster may not use any spells, but may speak the command word of a magic item on the first round only. If a spellcaster's hand(s) is affected, spells requiring somatic components may not be used after the first round. The DM must rule whether a spellcaster may reach material components, depending on the injury (and whether one hand remains useful). Scryxull are immune to sleep, charm. fear, hold. death magic. poisons. and cold-based spells. Holy water inflicts 2-8 points of damage upon striking. They may be turned by priests as zombies.

Habitat/Society: Scryxull may be created anywhere a snake body may be found. The scryxull are typically created as guardians for evil temples. but may also be found in dungeons or the laboratories of evil mages. Scryxull will obey up to six brief commands (attack. halt. be still) spoken by their master.

Ecology: None. since the scryxull is created artificially.

Originally appeared in WGA1: Falcon's Revenge (1990).
 

Oh, this is neat! Never heard of them before.

The primary special abilities seem to be frightful presence, Strength damage on the bite attack, and paralyzing spittle. Since there's no such thing as called shots in D&D these days, we're going to have to change things around on that last one. I like the idea of creeping paralysis--maybe we can fold the different effects together? Something like:

Anesthetic Spittle (Su): A scryxull can fire a oily glob of paralyzing dust at an opponent as a ranged touch attack. A creature struck by the spittle must make a DC X Fortitude save or immediately suffer a -2 (-4?) penalty to Dexterity and suffer a 20% chance to fail to cast spells with a verbal component, as if deafened. Every round thereafter for the next minute, the victim must make a DC X Fortitude save or take a cumulative -2 (-4?) penalty to Dexterity and a -10ft penalty to move speed. A successful save prevents damage done that round, but does not end the effect. When a creature's Dexterity is reduced to 0, it is considered paralyzed. At the end of the duration of the effect, all penalties are removed. A remove paralysis spell or washing the victim in holy water (as a standard action) removes the effect.

Demiurge out.
 

Sort of like the creeping petrification we've had recently.

This is a good start. I'd say that this should be a normal ranged attack, rather than a ranged touch, just because it has to hit bare skin. How long should the paralysis last?
 

freyar said:
Sort of like the creeping petrification we've had recently.

This is a good start. I'd say that this should be a normal ranged attack, rather than a ranged touch, just because it has to hit bare skin. How long should the paralysis last?
Well, in the draft I've got, it lasts for the minute - how long it took to reach 0 Dex. But if we want to give the paralysis a set duration, I'm all for that.

Demiurge out.
 

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