The sylph is barely modified from an adventure I wrote for Purple Duck Games (Fire in the Mountain), which is, to be honest, the first and only time I have used sylphs in a game. In fact, we are delving today into quite a few monsters I have either rarely or never used when I was running 1st Edition AD&D. I mean, of course I used plenty of stirges, but the others today I generally did not use.
I used sprites as defined by Gary
Gygax, but they never seemed to really hit the feeling that I wanted for
faeries, and having to do this conversion is actually the reason for putting
off this post so long. I had to do a write-up for sprites anyway for the Cyclopedia
of Common Faeries, so I finally overcame my hesitation and jumped in. Overall,
sprites suffer the same problems as I have noted with other fey creatures in AD&D: the game’s war gaming roots.
(Followers of my Patreon are up to Volume K on this project as of yesterday.)
I have also mentioned in previous posts the problem that giant
squids both cause and fall victim to – getting PCs onto a ship when they know
such creatures are out there!
I have used deer of all sorts, even back in the day, but giant
stags were not a creature I used often. This is a pity, because they are a
flavorful addition that would have fit well into many settings and adventures I
ran. I include a giant stag statblock herein for your use.
The strangle weed and su-monster both suffered from their niche
environments and their complexity. In the case of the strangle weed, I seldom
has PCs venture into shallow tropical waters. Then, even if I was inclined to
include such a monster, using it required the DM to determine the strength of
each frond (with 3d4 fronds) and compare it against the trapped PC, then using
that to determine how much (if any) damage is done as well as the PC’s chance
of escaping. I hope that my version is easier to use.
Su-monsters were either inspired by, or I believed that they were inspired
by, a cryptid
from Patagonia. In my younger days, that informed where I thought the monsters
should be encountered. I think that the only time I used them was when running The Ghost
Tower of Inverness, but I could be wrong. The psionic system
from 1e AD&D was a bit
convoluted to run, few characters legitimately had access to the system, and there
was little incentive to go through the headache of using these monsters. In my
write-up, I have linked them to the Ape-God Zal-Rah and made their psychic
powers easier to use at the table.
We are definitely past the half-way point now, and the home stretch
is in sight.
Large Sprite: Init +2; Atk tiny sword +4 melee (1d3 plus
sleep) or tiny bow +6 ranged (1d3 plus sleep); AC 14; HD 1d3; MV 15’ or fly 40’;
Act 1d16; SP sleep (1d6 hours, DC 10 Fort negates), glamour (DC 10 Will
negates), invisible at will; SV Fort -4; Ref +8; Will +2; AL C.
Sprite Swarm: Init +6; Atk swarming attack +4 melee (1 plus
sleep) or harassment; AC 18; HD 3d6; MV 5’ or fly 50’; Act special; SP sleep
(1d6 hours, DC 14 Fort negates), harassment (DC 10 Will negates), glamour (DC
15 Will negates), half damage from non-area attacks, invisible at will,
counting vulnerability; SV Fort -8; Ref +15; Will +4; AL C.
Sprites are small faeries, only about 6 inches tall at the highest, with diaphanous insect-like wings, most often resembling those of a dragonfly, butterfly, or moth. They are too small to harm most humanoids, individually, although they can do so en masse as a swarm. Large sprites are up to 2 feet tall, and have individual weapons that can cause actual harm.
Sprites can create illusory glamours of the most basic kind individually – a slight change in appearance, a flower, sweet bird song – but a swarm of sprites can create illusions which seem real until interacted with, and use this ability to lead travelers astray. The weapons of large sprites and sprite swarms can cause mortal beings to fall into an enchanted slumber for 1d6 hours, from which only magic can awaken their victims. Finally, a swarm of sprites can harass their victim, visibly or invisibly, pinching, pricking with tiny weapons, snagging hair or clothing, and laughing or twittering the entire time. The victims of such harassment must succeed in a DC 10 Will save or move 10’ in a direction chosen by the sprite swarm. Sprites may use this ability to drive mortals into bogs, off cliffs, or into other dangers. In some cases, they may simply wish to force mortals away from an area they have claimed.
Because they can become invisible at will, it is even more
difficult to count the number of sprites in a swarm than it is more mundane
creatures, as which sprites can be seen or not changes round to round. However,
if a victim can say aloud the true number of sprites in a swarm, the swarm is
automatically dispersed and cannot harm that individual for seven days. A
sprite swarm will have 4d10 + current hit points members.
Giant Squid: See the Colossal squid in the Cyclopedia
of Common Animals.
Stag: See the Cyclopedia
of Common Animals for many varieties of deer, including 16
statblocks. Nothing quite matches the giant stag in the Monster Manual, so here
is an additional statblock:
Giant Stag: Init +4; Atk gore +6 melee (2d8) or
hoof +4 melee (1d4); AC 13; HD 5d8; MV 40’; Act 1d20; SV Fort +6; Ref +4; Will
+4; AL N.
A giant stag is a majestically large deer, weighing 4d50+1,300
pounds and standing 1d3+5 feet tall at the shoulder. Giant stags may sometimes
be ridden by faeries or woodland humanoids, and are more aggressive than their
small kin, sometimes turning vengefully on would-be hunters.
Folklore says that these creatures are the repository of the
mortal souls of those greedy and hard-hearted enough to be reincarnated into
bloodsucking monstrosities after death. Certainly there is something almost
meanly human about their faces, with nose and mouth merged into a sharp but
mobile tube for draining their victims.
A stirge attacks with its proboscis. If it hits, it remains
attached to the victim until sated, one of the two is dead, or it is dislodged
with a DC 15 Strength check or successful Mighty Deed. If an attached stirge is
attacked by anyone other than its victim, a miss has a 1 in 3 chance of
requiring a new attack roll using the same die as the original attack, similar
to firing missile weapons into melee. The round after it hits, a stirge begins
draining blood, automatically causing 1d3 Stamina damage per round. It requires
10 points of Stamina damage to satiate a stirge, so that they can easily be the
death of those with weak or average constitutions.
Stirges often cache treasure in the areas they infest – coins,
gems, and similar small items which the creatures can carry. This lends some
credence to the theory that they possess the souls of deceased avaricious
mortals.
Strangle Weed: Init -6; Atk frond +0 melee (entwine plus crush); AC 14; HD 3d12; MV 0’; SP plant, entwine (DC 8 Strength check to escape, +2 to DC for each frond beyond the first, -1d penalty while entwined), crush (automatic 1d4 per frond, DC 10 Strength for half damage); Act 3d20; SV Fort +6, Ref +2, Will +0; AL N.
A carnivorous form of kelp, with 3d6 fronds surrounding a central
mass, strangle weed attempts to capture and crush creatures so that their
remains may be used as nutrients. Entwined creatures have a -1d penalty to all
attack rolls, skill checks, ability checks, and spell checks.
Su-Monster: Init +2; Atk bite +0 melee (1d4) or psychic
attack; AC 14; HD 2d6; MV 20’ or climb 40’; Act 1d20; SP psychic attack 3/day, brachiation;
SV Fort +1; Ref +4; Will +4; AL C.
These unnatural, leathery-skinned monkeys are almost as big as
adult humans, and just as intelligent. They have the ability to project a
psychic attack three times each day. When a su-monster makes a psychic attack,
roll 1d3: (1) a psychic blast in a 30’ wide cone with a 30’ base, causing 2d6
damage to all sentient targets ca
ught therein (DC 13 Will for half), (2) a
single target within 30’ must succeed in a DC 13 Will save or take 2d3
Intelligence damage, or (3) a single target within 30’ takes 1d3 Personality
damage and must succeed in a DC 13 Will save or the su-monster can direct its
next action as a physical melee attack.
Su-monsters roam unhealthy jungles where chaotic forces are
strong. Luckily for nearby inhabitants, they are usually found in troops of no
more than a dozen individuals, and they avoid civilization. Su-monsters are
said to guard fallen temples and ruins dedicated to a certain Ape-God, and are
feared for their cruel wickedness.
Sylphs are faerie creatures related to elemental air, who dwell
amongst the clouds but occasionally descend to cavort around mountain peaks,
especially at night. They appear to be foot-high elven women, with no hair and
skin of the palest hue. During daylight hours, they are translucent nearly to
the point of actual transparency.
Because of their elemental nature, half of all attacks using
non-magical weapons pass through them without causing harm.
If a sylph can be captured and bound, its life force can be used
to power wizard spells, at a rate of 1 hp per bonus to the spell check. As the
wizard has no way to determine the sylph’s initial hit points, draining the
creature in this way has a good chance of destroying it.
A sylph regains 1d3-2 hp per day (1d3-1 per day of complete rest),
so that the wizard can never be entirely sure how far it is safe to drain the
creature.
A faerie sylph can be bound in this way using the following means:
• A modified find familiar
spell (-1d to cast, minimum result 14; 1d3 sylphs bound with a result of 24+).
• Invoke patron cast for
that purpose, minimum result 12; 1d3 sylphs bound with result of 20-31; 2d3
sylphs bound with result of 32+.
• Binding.
• Ritualized magic devised for that purpose; see p. 124 of the core rulebook.





