D&D 5E What monsters should inhabit the oil sands?


log in or register to remove this ad


rgoodbb

Adventurer
Boggles, Trolls (Reflavoured Rot or Venom). Most things Aberrant would probably fit.

Might the substance promise rejuvenating properties for Hags, might it become a major component for spells and rituals?

Tar Fights!

All worm-like and snake-like creatures. Giant Lizards that eat it and poop it into something else.

Sentient Giant Octopuses control vast areas of it along with their (re-fluffed) Spectator Guards

Adding a burrow or swim speed (depending on liquidity) to any creature opens up a lot of options

btw I love the Tar Goblins mentioned before.
 


You don't even have to use too much imagination - reality provides. Dinosaur mummies!

From Alberta’s Oil Sands, A Dinosaur ‘Mummy’ With Skin Intact - Science Friday

1641637043827.png
 


Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Corrupted water elementals and wildfire elemental?

Undead dinosaurs, tar catoblepas, tar kraken, oily otyugh?

Tar-skull dracolich?

Living Spell: Grease

And probably a subrace of elves to go with it.
 

If Hackmaster hadn't already beaten us to the name, I'd go with Grunge Elves. :p

********************************************
Not quite happy with it yet, but here goes nothing.

Naphtha Nereid

You see a humanoid like being composed of blue fire. It is androgynous but has both incredibly striking eyes and a multicolored flame where it’s hair would be that comes to a point.

Knowledge. Parapsychology, Arcana (Common DC 12, Unusual DC 14, Secret DC 16).

Common knowledge. These spirits are made of natural gas and are found through the Scooped Valley of Alberta, but often migrate throughout Strathcan.

Unusual knowledge. They are believed to be the reincarnation of a oil and gas industry mascot that has been given life from the Hodgepocalypse.

Secret Knowledge. If a Naphtha Nereid agrees to do something, they will do it or die trying, regardless of whether they want to do it. They do get resentful if it is beyond their abilities though and are not into hyperbole. They do like keeping people they like warm and safe and often enter agreements with the locals to deal with the cold Canadian winters.

Naphtha Nereid
Small Elemental, Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 45 (10d8)
Speed 30 ft.; Fly30 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 12 (+1) 13 (+1) 17 (+3)

Saving Throws: Int +5, Wis +5, Cha +7

Skills: Arcana +6, Deception +5, Perception +4, Sense Motive +5, Stealth +5

Damage Immunities: Fire

Senses: Darkvision 120 ft., Natural illumination 120 ft., passive Perception 14

Languages: Hallowed Speech, Trade Tongue and one of choice.

Challenge: 8 (3,900 XP) Prof. +3

Elemental Demise. If the Naphtha Nereid dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the monster was wearing or carrying. Furthermore, all those within 20 feet radius must make a Dexterity save dc, or suffer 3d6 fire damage (save for half).
Innate Spellcasting. The Naphtha Nereid's innate spell casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following Spells, requiring no material components:

At will: Produce Flame,
3/day: Expeditious Retreat, Tongues
1/day each: Gaseous Form, Wall of Fire

Transparency. When in an area filled with fire, a Naphtha Nereid’s body becomes transparent, effectively rendering her invisible. She can become visible or transparent on her turn without using an action.

Actions

Multiattack. The Naphtha Nereid makes two melee attacks or uses a hurl flame twice.
Hurl Flame. Ranged Weapon Attack: +5 to hit, range 120 ft., one creature/target. Hit: 14 (4d6) fire Damage.

Flame Blade. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (3d6) fire damage. Can create or make disappear as a bonus action.
 

Umbran

Mod Squad
Staff member
Supporter
Prior to mining theyre bog standard boreal forest aren’t they?

Occasionally they are bog standard peat bogs, but yeah.

Unless you have magic! Oil sand could be fuel for alchemical fire, components for everburning torches, summoning earth/fire elementals, fuel sources/material components for eberron-style fire elemental airships or landtrains or a whole slew of other magical uses.

Until you get to Eberron-level ubiquity of use, nothing here calls for industrial scale. The Athabascan oil sands linked in the OP underly much of the province of Alberta, some 54,000 square miles - on the order of the the entire State of North Carolina or New York.
 

dragoner

KosmicRPG.com

This is an area that just seems fictional so naturally, I'm going to gameify it.

I'm definitely going to have oozes and spirits of energy for sure, but trying to figure out what creatures, in a dnd setting would also fit for encounters as low as 1 and as high as 20?

Personally, I want to figure out how to fit in the equivalent of the goddess of explosives. :D
A group of primitive barbarians called the Snacirema think of it is their "Holy Land" and will attack anyone who goes near there, or tries to take anything away. :p
 

Remove ads

Top