Some of the contents of the Fiend Folio were from earlier AD&D modules. The Svirfneblin was from D3: Vault of the Drow, and I believe that this entry (and previous entries) should now make converting that adventure quite a bit easier. I decided to make my Deep Gnomes a little more down to earth (pun intended) than Gary Gygax’s originals, eliminating automatic spellcasting while keeping their basic nature as unchanged as I could. I tried to make them creatures who could, at least somewhat realistically, survive in passages haunted by the Drow and the Kuo-Toans.
It was a bit difficult to decide whether to do full creature stats for the Symbiotic Jelly at all, but I realized that it was more than a simple hazard. Adventurers who encounter this thing will want to kill it. In the Fiend Folio, these beings were able to feed in some way through the act of their hosts consuming flesh, rather than through the death of their host’s victims, and some judges may wish to include this as a horrifying side-effect of PCs being controlled by such a Jelly. To me, the death itself seemed more likely to provide sustenance, and I tried to tie all of the creature’s abilities into its telepathic field. Also interestingly, in the original write-up, the Symbiotic Jelly is very intelligent. One has to wonder what it does with its intelligence, as its ability to communicate appears extremely limited.
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Svirfneblin
Svirfneblin: Init
+2; Atk Pick +2 melee (1d6) or dagger +2 melee (1d4) or dart +3 ranged (1d3
plus poison or 1d3 plus acid); AC 18; HD 4d6; MV 20’; Act 1d20; SP Infravision
120’, poison, acid, +6 move silently and hide in shadows, immunity to
mind-affecting and detection spells, 20% magic resistance, +2 to saves vs.
poison; SV Fort +2, Ref +5, Will +2; AL N.
Svirfneblin Burrow Warden: Init +2; Atk Pick +3 melee (1d6) or dagger +3 melee (1d4) or dart +4 ranged (1d3 plus poison or 1d3 plus acid); AC 18; HD 6d6; MV 20’; Act 1d20; SP Infravision 120’, poison, acid, 25% spells or 50% summon elemental, +6 move silently and hide in shadows, immunity to mind-affecting and detection spells, 20% magic resistance, +2 to saves vs. poison; SV Fort +4, Ref +7, Will +5; AL N.
Far beneath the surface of the earth dwell the svirfnebli, or deep gnomes, a diminutive group of humanoids about the size of halflings, related to the gnomes of the bright surface world. Explorers have sometimes encountered small parties of these beings far below the Lands We Know, seeking gems and precious metals in the mazelike passages of the underworld.Svirfnebli wear leathern jacks sewn with rings of mithral-steel alloy over fine chainmail shirts (+6 AC, d10 Fumble Die, -4 check penalty, no reduction in move). They do not usually carry shields, which would hinder their movement through tight subterranean spaces. Their darts contain a small glass which breaks upon impact, releasing a poison gas that affects their target on a successful hit (slowed to half normal speed and actions for 1d4 rounds, plus Fort DC 14 or be stunned and unable to act for the first round). Leader types (see below) also carry darts which contain an acid which eats 1d3 points of AC protection of the target’s armor on a hit, as well as inflicting an additional 1d4 damage from the acid. Svirfnebli typically carry 1d5+2 poison darts; leaders also carry 1d4+2 acid darts.
Deep gnomes have keen senses, similar to those of elves. They have a +12 bonus to Move Silently and Hide in Shadows (+6 with their armor taken into account), and are able to “freeze” in place for long periods without any hint of movement. The are immune to mind-affecting spells, and any form of detection spell. There is a 20% chance that any other spell fails when it comes into contact with a svirfneblin, and this is rolled before any saving throws. Further, they gain an additional +2 bonus to saves vs. poison.
For every four svirfnebli encountered, there will be an additional leader-type with 4 HD. If more than twenty normal deep gnomes are encountered (and this is extremely rare) their party will include a “burrow warden” with 6 HD and two 5 HD assistants. It is 25% likely that a burrow warden will have the spellcasting abilities of a level 1d4 wizard, with a focus on illusions and mind-affecting spells. There is a 50% chance that a burrow warden without these powers can summon an 8 HD earth elemental (see core rulebook, pages 411 to 412) once per day, with a 1 in 5 chance of success each round spent doing so. The summoned elemental aids the burrow warden for up to 1d3 turns before departing peacefully to its elemental plane.
Symbiotic Jelly
Symbiotic Jelly: Init +0; Atk None; AC 12; HD 1d6; MV 1’; Act none; SP Telepathic field
500’ range, symbiosis, +10 hide, illusion generation; SV Fort +1, Ref -10, Will
+5; AL N.
A globule of yellowish protoplasm 1-3 inches in diameter, the symbiotic jelly exists through draining energy from the anguish of living creatures as they die. To obtain sustenance the jelly finds a location frequented by carnivores. It sticks to the ceiling, where its telepathic field and natural illusion-generating abilities help it to hide. When a suitable (living, non-magical, flesh-consuming) creature comes within its 500’ range, it attempts to establish symbiosis telepathically (Will DC 20 to resist).
Once it has established symbiosis, the jelly uses its abilities to keep the host creature nearby, attacking anything coming close. The jelly then projects a telepathic illusion to make the host creature appear to be far weaker than it truly is. The jelly can also project illusions of treasure to lure creatures into its host’s range. Potential victims can see through these illusions, if they attempt to disbelieve, with a DC 15 Will save.
If the host is killed by its would-be victim, the jelly attempts to establish symbiosis with the victor (or one of the victors), persuading it to replace the former host if it is successful. The jelly can only make one attempt at establishing symbiosis per round, and a creature which has successfully saves is immune for the next 24 hours. If the symbiotic jelly is itself discovered, its primary goal becomes to have any host creature available protect it by any means necessary.
The remains of a symbiotic jelly can be used to empower charm person, ESP, and phantasm spells, giving a +4 bonus to the spell check. The remains can also be used in conjunction with the make potion spell when creating potions of animal control or human control, or to create potions which mimic charm person, ESP, or phantasm. The exact nature of the bonus in these cases is up to the judge, but should make the risk of procuring the symbiotic jelly worthwhile.
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