I don’t think that I am alone in having used carrion crawlers and giant centipedes as staple monsters, but the idea of having to succeed in eight saves vs. paralysis was always a bit too daunting to make me include too many carrion crawlers. I have modified that here to make a monster I think is fairer, but also to include actual rules for what happens once you are paralyzed. If you don’t think that my version is cruel enough, give the critter more action dice: 3d20, 5d20, or even 8d20. You could even make the number of action dice a function of age.
The catoblepas is another monster lifted from actual folklore or bestiaries. While I have used it, it has not been as frequently used because the original monster’s death gaze is just too good. I have tried to retain the essence, keep or enrich their ties to their classical origins, and make them a little more useable in play.
What can I say about cerebral parasites? The original monster was tied into the AD&D 1e psionics rules, and under those rules even if you included them in encounters there was not much chance of any PC having the psionic ability to really make them even be noticed. My version is considerably more dangerous. You’re welcome.
Wild Camel: See the Cyclopedia of Common Animals for both dromedaries and Bactrian camels.
Carrion Crawler: Init +4; Atk tentacles +8 melee (paralysis); AC 16; HD 3d8; MV 30’ or climb 30’; Act 1d20; SP paralysis, deposit eggs, infravision 60’; SV Fort +4, Ref +2, Will +1; AL N.
These creatures appear similar to gigantic cutworms, 1d3+7 feet long, sprouting eight 3-foot long tentacles from around their mouthparts. Carrion crawlers feed on carrion and offal, and do not have effective bite attacks until their food has spent a while decomposing. They are feared by adventurers because their tentacles contain a potent paralytic agent (DC 16 Fort save or paralyzed for 2d6 days).
If left alone with paralyzed victims, the carrion crawler then deposits eggs on the 1d3 least lucky targets. Easy enough to remove before they hatch in 1d4 days, thereafter the carrion crawler larvae do 1d6 damage to their hosts each day until the hosts are consumed, the hosts escape when the paralysis wears off, or some outside agency intervenes. Monsters of the underworld have been known to ingest carrion crawler eggs with their intended hosts, and then become victims themselves when the larvae hatch and consume them from within.
Catoblepas: Init +0; Atk tail +6 melee (1d6 plus stun) or death gaze; AC 13; HD 6d8; MV 20’; Act 1d20; SP stun (1d5 rounds, DC 12 Fort negates), heavy head, death gaze (100’ range, 1d4 Stamina damage plus DC 15 Fort or die), immunity to poison, toxic flesh; SV Fort +4, Ref +0, Will +3; AL C.
This incredibly foul and odiferous creature resembles a large buffalo with a long, snake-like neck and tail. A catoblepas has a heavy, boar-like head which is so heavy (in comparison to its long, thin neck) that it can only lift enough to use its baleful gaze every 1d5 rounds. The rest of the time, it strikes with a bony knob at the end of its tail. Blind creatures are not affected by the creature’s death gaze, and creatures which are not surprised can avoid this attack by averting their eyes (resulting in a -1d penalty to attack rolls and preventing line of sight).
These horrid beings live in salty marshlands, where they can consume the most poisonous of vegetation without distress. Their flesh, as a result, is highly toxic, and anyone tasting the slightest morsel takes 2d4 Strength damage must succeed in a DC 20 Fort save or die immediately. Even handling, or the smoke from cooking, this flesh is harmful: 1d4 Stamina damage and a DC 15 Fort save or 1d4 permanent Stamina damage. Thieves attempting to handle this material safely have a -1d penalty to their Handle Poison checks.
Catoblepases are attracted to moonlight, and on nights of the full moon struggle to keep their heads aloft, making them even more dangerous (1 in 3 chance of using their death gaze each round).
Wild Cattle: See the Cyclopedia of Common Animals.
Centaur: See the core rulebook, page 398. This post may also be of interest.
Giant Centipede: Init +3; Atk bite +0 melee (1 plus venom); AC 14; HD 1 hp; MV 20’; Act 1d20; SP venom (DC 8 Fort or 1d3 damage); SV Fort -4, Ref +3, Will +0; AL N.
Giant centipedes are described on page 398 of the core rulebook. These statistics are a little closer to a natural giant centipede such as that found in the Monster Manual. The venom of these giant centipedes cannot generally be extracted, and is so weak that few thieves or assassins would find attempting it to be worthwhile.
Cerebral Parasite: These are microscopic organisms which exist non-corporeally, and which are transmitted via psionic contact, such as through telepathy, mind-affecting spells, or even psychic attacks. When experiencing some form of mental contact with an infected creature, a DC 15 Will save is required to prevent infection. Although there is no immediate effect, in 1d5 days there are a sufficient number of parasites to cause 1 point of Intelligence or Personality damage (equal chance of each). Every day thereafter, the number of parasites doubles. On the next day, they do 1d3 Intelligence or Personality damage (randomly determine for each point), then 1d4, then 1d5, and so on up the dice chain until they reach 1d30. Once Intelligence or Personality is reduced to 0, any further damage to that statistic caused by the cerebral parasites is permanent, until the host is reduced to a vegetative state.
When first contracted, they can be cured with 1 HD healing via lay on hands, but as the infection grows, it gets more difficult to destroy: 2 HD healing when infection reaches the 1d5 points of attribute damage per day, 3 HD healing at 1d10 points, 4 HD healing at 1d20 points, and 5 HD healing at 1d30 points or when permanent damage has been taken.
For those capable of seeing auras or the invisible, a cerebral parasite infection appears as a spreading miasmal discoloration.