Thanksgiving Monster Design Contest

CleverNickName

Limit Break Dancing (He/They)
Ah, Thanksgiving. That special time of the year that we North Americans set aside to honor the Native Americans who helped the English settlers survive their first winter at Plymouth, who gave them food and taught them how to plant corn and hunt turkey, and stuff. At least, that's what they taught me in elementary school. The truth is, the first Thanksgiving meal was probably turtle, not turkey. And it was probably in March, not November. And the Pequot Massacre.

Anyway. Monsters!

I had a lot of fun with the Halloween Monster Design Contest, so I decided to do another one. Some of you have played before, so you already know how to do this...but just in case you're new to the game:

[SBLOCK=The Rules]HOW TO PLAY
Using at least two of the ingredients provided, create a monster for your favorite role-playing game. You may choose any game or edition, but your monster must have complete stats and a full description. You may submit as many monsters as you want...more monsters means more chances to win, and more for us to enjoy!

Post your monster in this thread before the deadline (11:59 p.m., November 28th). Remember: the sooner you post your design, the more time it will have to rack up experience points...so don't delay!

THE WINNER
Who decides the winner? Why, YOU do! If you see a monster that you like, give it some XP. The entry with the most XP awarded to it by 11:59 p.m. on November 28th will be the winner.

THE PRIZE
The winner of the contest will receive a $10 gift certificate to Amazon.com by e-mail. Yeah, I know, it's not much...but the point of the contest is not to get wealthy. No, the real prize is the glowing admiration of your peers, a goldmine of brand-new monsters, and the satisfaction of knowing that your monster-making skills are unmatched.[/SBLOCK]
Got it? Okay, here we go! To qualify as a winner, your monster design must incorporate at least two items from this Thanksgiving Menu of ingredients:

Turkey
Cranberries
Capotain Hat
Colony
Oven
Wine
Silverware
Butter
Football

There ya go! Sharpen your pencils, choose two (or more) ingredients, and show us your monster-making skills. Good luck, and may the best monster win!
 
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The Feastfright

You enter the shadowed hall, obviously a dining room/banquet hall of a former age. cobwebs and dust cover the floor and walls and extend into the darkness of the rafters.

The long feast table, however, is devoid of any such decay. Sparkling silver platters and serving bowls, forks and large sharp knifes, goblets of gold encrusted with gems. The table is strewn with an autumnal feast: roasted turkey, cranberry sauce, yams and fresh baked breads and rolls. The aromas are so enticing you can't help put seat yourself at this luxurious spread.

When you sit, a matronly but beautiful woman materializes from behind you...or out of the shadows?...you can't be sure the smells of the meal filling your mind with a heady euphoria. She carries a decanter and with a polite warm smile fills the goblet at your place with a rich ruby colored wine.

She then sets about grabbing dishes and platters and piling your plate with items from the feast. She returns your inquiries with her polite unwavering smile.

With your first bite and sip of the wine, your taste buds are in heaven...and your soul is soon to follow.

Your friends try to forcably remove you from the table, the hostess' visage changes, twists and scowls into a horrific visage and suddenly, that wonderful warm filling feeling turns into the chill of death within your gullet.
The hall is filled with an echoing lamenting moan and the silverware flies from the table, to carve at your companions.

The Feastfright is the spectral undead reflection of a long dead hostess/noblewoman who's lovingly-prepared feast was never enjoyed in life, for some reason (most likely, the the feast was to celebrate the return of her lord and warriors who were killed in a battle/war and never returned). It is a poltergeist of a sort, mainly just replaying it's incredible feast over and over until someone can actually enjoy it.

When first encountering the spectral feast, Will saves must be made to overcome the alluring charm of the ghostly smells. If failed, the character willingly and happily seats themselves at the dining table and begins to enjoy the feast. This save must be made every round that the party can smell the food (i.e. using a stinking cloud to cover the smells would offset the need for saves.

Any such attempts to "spoil" the meal or remove anyone from her table set the Feastfright into a frenzied attack immediately.

Every bite of the incorporeal food accrues a temporary d4 of Constitution damage. If Constitution is reduced to 0, the character's body is dead, his soul trapped and consumed by the Feastfright. Every sip of the spectral wine require another Will save to break the Feastfright's charm. Failure means the character will not fight the poltergeist but contentedly continue to enjoy the feast, regardless of what goes on around him. The character regains these Con points at a rate of 2 per round after he stops eating or the Feastfright is destroyed or dematerializes (at which point the food, the finery, perhaps even the table and chairs also disappear).

If, after 3 rounds in the room with the feast, no one has seated themselves at her table, the Freastfright will materialize and make herself known. Holding her decanter, with a friendly smile and invitingly beckoning towards the table. If still noone sits or moves toward the table within the next round following her invitation, she will attack using her Frightful moan and Telekinesis to send a volley of the sharp silver utensils at the party. She will redirect any that do not make contact as long as she is not distracted/attacked directly.

Any character she touches directly suffers cold (negative energy) damage (d6/d8) and the same d4 draining touch to their Con. Any incapacitated characters she will attempt to pour some of her wine down their throat (no save) to get them to go eat at her table.

When reduced to 0 hit points, the Feastfright simply discorporates and will rejuvenate herself (and her elegant feast) in 24 hours.

Anyone who is able to drink the wine from her decanter "for real" on the ethereal plane will put the Feastfright to her final rest and receive a d4 Con Bonus for the next 24 hours.

Feastfright

Size/Type: Medium Undead (Incorporeal)
Hit Dice: 7d12 (45 hp)
Initiative: +7
Speed: 40 ft. (8 squares), fly 80 ft. (perfect)
Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 13
Base Attack/Grapple: +3/—
Attack: Incorporeal touch +6 melee (1d6 plus draining touch)
Full Attack: Incorporeal touch +6 melee (1d8 plus draining touch)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aromatic charm, Draining touch (d4 Con), Frightful moan, Manifestation, Telekinesis
Special Qualities: Darkvision 60 ft., incorporeal traits, rejuvenation, +4 turn resistance
Saves: Fort +2, Ref +5, Will +7
Abilities: Str Ø, Dex 16, Con Ø, Int 14, Wis 14, Cha 15
Skills: Hide +8, Listen +8, Search +8, Spot +8
Feats: Alertness, Blind-Fight, Improved Initiative
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Neutral Evil
Advancement: 8-14 HD (Medium)
Level Adjustment:

Happy Thanksgiving!
--Steel Dragons
 
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Something happened to the settlers of Roanoke.

In 1587, a hundred and fifteen settlers made the trip across the Atlantic. They established a colony, but with the arrival of the Spanish Armada and the Anglo-Spanish War, the colony became cut off from its mother land. Three long years passed before the English were able to return to Roanoke.

They found the settlement abandoned and the entire colony of English settlers missing. Not a trace of the 90 men, 17 women, and 11 children could be found except for the word "Croatin" carved on a nearby tree.[1]

A search was conducted of the shore and nearby woods, but turned up nothing...until nightfall.

The English had been warned by the Hatteras Indians that the ground was "cursed," but the warning was ignored. Unknown to the settlers, Roanoke had been built on an ancient burial ground: any bodies that are interred in the ground here will rise as undead monsters on the night of the next full moon. Thus, all was fine in Roanoke and the settlement was thriving...until a farming accident took the life of one of the colonists. One week after his burial, a plague of death swept the colony.[2]

Croatin
[Medium Undead]

Hit Dice: 4d12+3 (29 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Touch +3 melee (1d4+1 plus plague)
Full Attack: Touch +3 melee (1d4+1 plus plague)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, plague
Special Qualities: Darkvision 60 ft., undead traits, trackless step, woodland stride
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 13, Dex 14, Con --, Int 11, Wis 13, Cha 14
Skills: Hide +9, Listen +5, Move Silently +9, Spot +5
Feats: Dodge, ToughnessB, Weapon Finesse
Environment: Any
Organization: Solitary, pair, or pack (6-11)
Challenge Rating: 3
Treasure: 1/2 Standard
Alignment: Always lawful evil

A Croatin is the animated remains of a Roanoke settler, created by a powerful and ancient curse. At a distance they appear to be humans dressed in tattered clothes and a Capotain hat, carrying any weapons and articles that it possessed in life...but closer inspection reveals sickly pale skin, blue lips, and empty eye sockets.

Croatins retain the memories and intelligence they once possessed in life...thus, they are driven to expand their numbers and colonize the New World. They do not feed on the living, but rather they seek to destroy and assimilate all life. They do not eat, sleep, or breathe.[3]

COMBAT
Croatins prefer to fight with guerrila tactics: they attack by surprise, fight for two or three rounds, and then retreat back into hiding to let their plague finish their prey.

Create Spawn (Su): Any humanoid slain by a Croatin or Croatin Fever (see below) becomes a Croatin in 1d4 rounds. Spawn are under the command of the Croatin that created them, and remain enslaved until its death. They do not possess any of the abilities they had in life, but retain their intelligence and memories.

Plague (Su): Croatins are surrounded by a pale, sickly green mist. All living creatures within 10 feet of a Croatin must make a Fortitude save (DC 14) each round or contract Croatin Fever (Infection: inhaled; incubation period: 24 hours; DC 14, damage 1d4 Con.)

Trackless Step (Ex): Croatins leave no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.

Woodland Stride (Ex): Croatins may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated still affect them.

-----
1. Yup, this really happened.

2. I totally made this stuff up, though.

3. Ingredients: Colony, Capotain Hat
 
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Cranberry-Orange Streudel Golem
[Small Construct]

Hit Dice: 2d10+10 (21 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 Size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Slam +2 melee (1d4)
Full Attack: Slam +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Delicious aroma
Special Qualities: Buttery crust, construct traits, DR 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 10, Dex 15, Con -, Int -, Wis 11, Cha 10
Skills: Escape Artist +10, Hide +6
Feats: --
Environment: Any
Organization: Solitary, half-dozen (6), or baker's dozen (13)
Challenge Rating: 2
Treasure: none
Alignment: always neutral

This delicious golem is crafted from a rich, tangy fruit filling wrapped in a flaky, buttery crust and drizzled with a creamy vanilla icing. It is often created by foodie wizards to guard their valuable pastries, biscuits, and croissants, and to feed 20 to 30 guests.

Cranberry-Orange Streudel Golems appear to be a heaping platter of perfectly golden-brown, still-warm-from-the-oven pastries. When threatened or commanded to attack, however, the pastries assemble together into a humanoid form and attack.

COMBAT
Cranberry-Orange Strudel Golems attack with their moist, delicate fists. They fight until destroyed, at which time they collapse into a pile of satisfying, delicious morsels fit for a king.

Buttery Crust (Ex): The crisp, flaky, buttery crust of the Cranberry-Orange Strudel Golem gives it a +8 racial bonus to Escape Artist checks, and allows it to move more easily through threatened areas. The construct gains the benefits of the Mobility feat, even though it does not meet the requirements of that feat.

Delicious Aroma (Ex): The fragrance of butter, sugar, cranberries, and citrus perfumes the air around a Cranberry-Orange Strudel Golem. All living creatures within 5 feet of the construct must make a Will save (DC 20) each round or become captivated by the aroma. Captivated creatures are unable to take any action except dreamily inhale the fragrance of the golem and comment on the succulent, delicious aroma. (Captivated creatures are not helpless, however.) A creature remains captivated until he/she makes a successful Will save, the golem is destroyed, or the golem is no longer in range.

Immunity to Magic: Cranberry-Orange Strudel Golems are immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A purify food and drink spell will heal the golem of all lost hit points.

An insect plague spell cast in the vicinity of a Cranberry-Orange Strudel Golem will devour the golem in two rounds.

CONSTRUCTION
Preheat oven to 400 degrees. Line a baking sheet with parchment paper. Place cranberries and grated orange peel in a large bowl. Stir in sugar, vanilla, cinnamon, and nutmeg, set aside. Place a puff pastry on baking sheet, roll lightly with a rolling pin. Arrange fruit filling down the middle of the pastry lengthwise. Fold the pastry around themixture, and seal the edges with a bit of water. Brush with egg and milk, and bake for 35 to 40 minutes until golden brown.

CL 8th, Craft Construct, grease, purify food and drink; caster must be at least 8th level; Price 2,000 gp; Cost 1,050 gp + 78 XP.
 

Baba Yaga's Oven

Cautiously, you enter the dark kitchen. It is a massive, vaulted chamber. The missing children languish in a cage on the other side of the room, just visible in the flickering glow of the huge iron oven's fire. There's no sign of the witch. Cautiously, you step forward. That's when the oven stands up on squat legs and lurches forward, its stovepipe whipping like a enormous serpent.

Baba Yaga's Oven is not just useful for cooking lost children into grisly pies. It is also a powerful construct that helps defend the witch's magical hut. It fights with its stove pipe's powerful bludgeon. The magically flexible iron of the pipe enables it to grab a victim and possibly toss said victim into the oven's scorching interior. The oven also attacks with searing hot sprays of molten butter. The secrets of the oven's construction are unknown to all except Baba Yaga herself.

[sblock=Baba Yaga's Oven]
CR 7; XP 3,200
N Huge construct
Init -2; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE
AC 20, touch 6, flat-footed 20 (-2 Dex, +24 natural, -2 size)
hp 111 (13d10+40)
Fort +3, Ref +1, Will +3
DR 10/adamantine; Immune construct traits, fire, magic

OFFENSE
Speed 20 ft.
Melee slam +19 (1d8+12 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks buttery spray (80-ft. line, DC 16, 4d6 fire, usable every 1d4 rounds), swallow whole (6d6 fire, AC 22, 11 hp)

STATISTICS
Str 26, Dex 6, Con --, Int --, Wis 10, Cha 1
Base Atk +13; CMB +23 (+27 grapple); CMD 31

SPECIAL ABILITIES
Buttery Spray (Ex) Once every 1d4 rounds, Baba Yaga's Oven can spray a gout of scalding hot butter. This inflicts 4d6 points of fire damage in an 80-foot line. Furthermore, anyone caught in the line is coated with slippery butter. A buttered creature can walk at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round, while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

A buttered creature's material objects are also coated. If the initial saving throw fails, the creature immediately drops wielded items. A DC 16 Reflex save must be made in each round that the creature attempts to pick up or use a buttery item. On the plus side, a buttered creature gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

A DC 16 Reflex save halves the damage and negates the slippery coat of butter. In any case, the buttery coating cools and loses its slipperiness in 10 rounds.

Immunity to Magic (Ex) Baba Yaga's Oven is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.

* A magical attack that deals cold damage slows the oven (as the slow spell) for 3 rounds, with no saving throw.

* A magical attack that deals fire damage breaks any slow effect on the oven and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the oven to exceed its full normal hit points, it gains any excess as temporary hit points. The oven gets no saving throw against fire effects.

* The oven is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.

ECOLOGY
Environment any
Organization solitary
Treasure none
[/sblock]
 
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The Dark Man in the Woods

The tall man in a capotain hat slid into view from the deep shadows at the forest's edge. He wore a dark cloak over his doublet and breeches. Silver buttons caught the moonlight. A delicate hand holding a phial extended toward the frightened woman.

"Take it, goodwife," the man said. "It's what you asked for. It will end your husband's errant ways."

Her voice weakly trembled. "Are you sure?"

The man smiled. "Of course. The Dark Man always keeps his promises."


The Dark Man in the Woods is a deceitful undead creature whose great personal power belies his petty motives. In life, it was the outcast son of an evil outsider and a madwoman. In undeath, it adds the power of a lich to those of its half-fiendish blood and witchy talents. The Dark Man haunts frontier regions, preying on colonists and sowing the seeds of distrust and fear within targeted colonies. It especially loves luring colonists into pacts, offering knowledge and power in exchange for small services, the full importance of which are often unknown to the Dark Man's allies.

[sblock=The Dark Man in the Woods]
CR 15; XP 51,200
12th-level half-fiend lich witch
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +20
Aura fear (60-ft. radius, Will DC 20)

DEFENSE
AC 22, touch 15, flat-footed 17 (+4 Dex, +1 dodge, +7 natural)
hp 92 (12d6+48)
Fort +11, Ref +11, Will +14
Defensive Abilities channel resistance +4, rejuvenation; DR 15/bludgeoning and magic; Immune acid, cold, electricity, undead traits; Resist fire 10; SR 28

OFFENSE
Speed 30 ft., fly 30 ft. (good)
Melee negative energy touch +8 (1d8+6 plus paralysis) and claw +8 (1d4+2) and bite +8 (1d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks hexes (blight, cauldron, charm, disguise, evil eye), major hexes (retribution, waxen image, weather control), paralyzing touch (Fort DC 22), smite good 1/day (+4 attack and damage vs. target, +4 deflection to AC vs. target)
Spell-Like Abilities (CL 12th)
3/day - darkness, poison (Fort DC 18)
1/day - blasphemy (Will partial DC 21), contagion (Fort DC 18), desecrate, unholy blight (Will partial DC 18)
Witch Spells Prepared (CL 12th) (3/4/4/6/6/6/4 per day)
6th - programmed image (Will disbelief 23), summon monster VI, swarm skin
5th - baleful polymorph (Fort 22, Will partial 22), inflict critical wounds (Will half 22), mass pain strike (Fort 22), teleport
4th - enervation, inflict serious wounds (Will 21 half), moonstruck (Will 21), scrying (Will 21)
3rd - bestow curse (Will 20), dispel magic, lightning bolt (Ref 20 half), screech (Fort 20), vampiric touch (x2)
2nd - burning gaze (Fort 19), false life, glitterdust (Will 19), inflict moderate wounds (Will half 19), pox pustules (Fort 19), vomit swarm
1st - beguiling gift (Will 18), command (x2) (Will 18), ill omen, mage armor, unseen servant
0 - bleed (Will 17), detect magic, guidance, spark
Witch's Patron Deception

STATISTICS
Str 14, Dex 18, Con --, Int 24, Wis 16, Cha 19
Base Atk +6; CMB +8; CMD 23
Feats Ability Focus (paralyzing touch), Brew Potion (B), Craft Wondrous Item, Dodge, Extra Hex (x2), Flyby Attack, Magical Aptitude
Skills Craft (alchemy) +26, Disguise +13, Fly +17, Intimidate +19, Knowledge (arcana) +22, Knowledge (nature) +22, Knowledge (planes) +22, Perception +20, Sense Motive +26, Spellcraft +26, Stealth +21 (+24 within 1 mile of familiar), Use Magic Device +23; Racial +8 to Perception, Sense Motive, and Stealth
Languages Abyssal, Aklo, Common, Draconic, Giant, Goblin, Infernal, Sylvan
SQ cantrips, witch's familiar (cat)

SPECIAL ABILITIES
Hexes and Major Hexes: The Dark Man's hex abilities are as follows. The save DC for a hex is 23.

* Blight (Su): The Dark Man can curse an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time it and its familiar must be in contact with the target. If used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. The Dark Man can affect a 120-ft.-radius area. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse:

Blight Hex - type curse; save Will negates; frequency 1/day; effect 1 Con damage.

Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. The Dark Man can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.

* Cauldron (Ex): The Dark Man receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.

* Charm (Su): The Dark Man can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 2 steps, as if the Dark Man had successfully used the Diplomacy skill. The effect lasts for 7 rounds. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. This is a mind-affecting charm effect.

* Disguise (Su): The Dark Man can change its appearance for 12 hours, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

* Evil Eye (Su): The Dark Man can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a -4 penalty on one of the following (the Dark Man's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 10 rounds equal. A Will save reduces this to just 1 round. This is a mind-affecting effect.

* Retribution (Su): The Dark Man can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for 7 rounds. A Will save negates this effect.

* Waxen Image (Su): The Dark Man can spend a full-round action to create a crude and unnerving wax duplicate of a creature it can see within 30 feet. Once the image is complete, the subject must make a Will save. If the subject fails, the Dark Man gains a small measure of control over the creature. Whenever it exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the Dark Man's turn and does not impede the creature’s actions on its turn. The Dark Man can use the waxen image 7 times before it melts. As a standard action, the Dark Man can cause the subject to do any one of the following things: move up to the creature’s speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, it can spend one of its uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect.

* Weather Control (Su): The Dark Man can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with its familiar.

ECOLOGY
Environment any
Organization unique
Treasure NPC gear (amulet of natural armor +2, cloak of resistance +3, beads of force (x2), belt of physical might (Str, Dex), plus 3,000 gp of other items)
[/sblock]
 
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Apparently I need to spread some XP around before I can vote on your monster, Mark. But for what it's worth, your lich in a capotain hat is RAD. :)
 

Kickin' it old school, with a spiffy little monster for BECM. :) Ingredients are Colony, Butter, and Cranberry.

-----

Cranberry Flower
Armour Class: 8
Hit Dice: 2*
Move: 0
Attacks: Pollen
Damage: Sleep
No. Appearing: 0 (1)
Save As: NM
Morale: 12
Treasure Type: J
Intelligence: 0
Alignment: Neutral
XP Value: 50

Cranberry flowers grow in large colonies, typically 20' x 20' in size. They are aquatic, and are most commonly found growing on the tops of cold-water bogs and swamps near sources of magic. They are prized by faeries and nixies (who are immune to their fragrance), who cultivate them as both a source of food and a defense against intruders.

If the water around a colony of cranberry flowers is disturbed, the plants spew forth a cloud of yellowish, butter-scented pollen. All creatures within the cloud must Save vs. Spells or fall into a deep magical slumber for 24 hours. Sleeping creatures cannot be awakened by any means, not even a wish, but will wake refreshed and unharmed after 24 hours have passed. Note that sleeping creatures who are unable to breathe underwater will likely drown unless they are physically carried from the bog.

Predatory fish and other aquatic monsters often lurk in the waters beneath a colony of cranberry flowers, to prey on the helpless victims of the plant's pollen. The bog beneath the colony is often littered with the bones and belongings of unfortunate passers-by.
 

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