Episode 61 of Spellburn included the announcement of the Stephan Poag Dungeon Denizen contest winner from Episode 58. The winner was the excellent The Lumonculus, created by Tim White and Connor Stone. You can find it here!
Congratulations Tim and Connor!
My own entry, the Child of Light, is reproduced below, because you can never have too many monsters. I had done a bit of research and discovered that Poag means "Child of Light", which was the basis of the creature.
I would also be very interested to see what other people came up with.
Child of Light
Child of Light: Init +3; Atk slam +4 melee (1d8+2) or light cone (special); AC 15; HD 3d8+6; MV 20’; Act 1d20; SP photonic sonar 100’, detect magic 1,000’, consume magic 30’, light cone 60’, regeneration, undying, power spellburn; SV Fort +4, Ref +1, Will +3; AL C.
The Child of Light is a strange creature that dwells deep beneath the ruins of the ancient citadel of Poag. It is partially organic and partially silicon-based, gaining energy from telluric radiation through crystals in its head and from magical emanations through two branching antennae-feelers that grow from its shoulders. These feelers allow the Child of Light to detect magic (spells or items) within 1,000 feet. It is attracted to all forms of magic, and no magic functions within 30’ of it (including magic cast outside this radius which then would otherwise take effect within it). The Child of Light consumes this magic, which is immediately restored outside of this range.
The creature is blind, but can sense even very small amounts of light with its skin. It uses light generated by its cranial crystals (or other sources), giving it a form of “photonic sonar” that allows the Child to “see” within a range of 100’, beyond which it is completely blind. Its rocky hide grants it a relatively high AC. The Child of Light regenerates 3 hp/round when within range of a source of light or magic that it can detect, and 1 hp/turn when away from such an energy source. The creature itself cannot be killed by any means known to mortals.
The Child of Light’s most powerful attack is a cone of light 60’ long with a 30’ base. Any creature caught within this cone must succeed in a DC 10 Fort save or be partially blinded for 1d5 rounds (-2 penalty to attack rolls) and a DC 15 Will save or suffer one of the following magical effects (roll 1d7): (1) Strength reduced by 1d3 for 1d5 rounds, (2) affected by an enlarge spell with a spell check result of 1d16+6, (3) ultraviolet radiation causes 2d6 damage, (4) Agility reduced by 1d5 for 1d7 rounds, (5) affected by a sleep spell with a spell check result of 1d24+2, (6) obtain a perfect tan, or (7) compulsion to draw causes a -1d penalty on the dice chain to all rolls until the character has spent at least 10 minutes completing a sketch. Note that spell effects do not allow additional saves after the spell check result is rolled, and any misfire or corruption affects the target, not the Child of Light.
Finally, anyone within the ruins of Poag may call upon the Child of Light to fuel spellburn. When a character does so, roll 1d7 and consult the following table:
1d7 Spellburn Result
1 Incandescent light pours from the caster, illuminating everything within line of sight as though it was daylight. Creatures within 30’ of the caster must succeed in a DC 15 Reflex save or be blinded. Blinded creatures must make a DC 10 Fort save or be permanently blinded; those who succeed are blinded for only 1d5 rounds. The caster gains up to 4 points of spellburn at no additional cost.
2 The caster’s skin blisters and bubbles with extreme sunburn. This is expressed as Strength, Agility, or Stamina damage.
3 The Child of Light grants up to 10 points of spellburn without attribute loss, but consumes the magical energy needed to cast the spell. The spell cannot be cast again for a full 24 hours per point of spellburn. Even additional spellburn cannot restore the spell during this time.
4 The Child of Light grants up to 10 points of spellburn without attribute loss, but the caster is blinded for 10 minutes per point of spellburn taken, and has a -1d penalty on the dice chain to all attack rolls (due to double vision) for 24 hours thereafter.
5 The Child of Light consumes the spell energy. Nothing else bad happens, but the spell does not go off, and the caster’s attempt is wasted.
6 The Child of Light consumes magical energy from the caster, expressed as 1d3 points each of Strength, Agility, and Stamina damage. The spell check is not improved.
7 Not only does the Child of Light grant up to 10 points of spellburn for free, but for every point not used, the caster heals 1 Hit Die in damage, up to his maximum hit points, once the spell is cast.
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