Monday, 17 March 2025

Evil Alien Jellyfish

Quivering Jelly: Init +0; Atk psionic vibrations; AC 7; HD 1d7; MV swim 20’; Act 1d20; SP psionic vibrations (60’ range, 1d6, Fort DC 15 for half), liquefy victims, teleportation, telepathy; SV Fort -4; Ref +0; Will +6; AL L.

Alien, intelligent jellyfish native to the planet Madkeen, those beings now known as “quivering jellies” migrated en masse to another world when their planet’s oceans began to die. Peaceful and indolent on their own world when the salt waters carried the nutrients needed to sustain them, these creatures were forced to adapt or die upon relocation. Unfortunately, they relocated to the campaign world and have had centuries to adapt.

Unlike most terrestrial jellyfish, quivering jellies cannot sting. Instead, their tendrils are used for swimming, manipulating objects, and filter feeding nutrients from the water. On Madkeen, they defended themselves by psionically setting up vibrations in living tissue. Lightly “buzzing” predators was usually enough to warn them from approaching further.

Now, this same power is used to supply much-needed nutrients. A quivering jelly can target a single living creature within 60 feet, who takes 1d6 points of vibrational damage as the jelly’s psionic power begins to shake it apart (Fort DC 15 for half). When reduced to 0 hp, a target can take further damage until it reaches -20 hp, at which point the body is liquefied and can be neither healed nor recovered. Attempts to heal a fallen creature must also heal any negative hit point damage, as it is real damage happening to the body. Once a creature is liquefied, it can be slowly consumed if the jellies involved do not feel threatened.

Note that this is an exception to the rule that normally hit points in DCC do not go lower than 0, but then again, monsters do not need to play by the rules.

Quivering jellies can use an action die to psychically teleport up to 10 feet, which they can use to leave combat without provoking free attacks. Very large groups of quivering jellies can use this ability to teleport even farther – even interstellar distances – but this is time consuming and leaves the quivering jellies exhausted and helpless for 2d6 hours. This is, indeed, how they came to the campaign world.

Although quivering jellies are telepathic and can communicate with other intelligent creatures to a range of 200 feet, having to use their formerly defensive power to obtain food has changed them. From being wise, philosophical beings revered for their wisdom, they have become thoroughly twisted until they see empathy for other beings as a weakness.

Quivering jellies are found in warm saline waters, in tropical or sub-tropical areas. Although lawful, their communities only number 4d6 individuals as larger groups have difficulty finding enough prey. These communities maintain contact with each other, though, and individuals work together with frightening intelligence to ensure a constant supply of nutrients.

Based on this Facebook post.

2 comments:

  1. Replies
    1. I try.

      Bonus points if you know which DCC adventure I am referencing in the write-up.

      Bonus bonus points if you know where the names "House Ican" and "House Ocrat" come from.

      Bonus bonus bonus points if you know what real-world industry I am referencing in that adventure as killing Madkeen.

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