In Dungeon Crawl Classics, every dragon is unique, so what are we to do with a lizard that polymorphs into a specific type of dragon? In this case, the enlarge spell was my friend. Because spells are not automatic in DCC, I upped the number of chances it had slightly, Also, in keeping with the other creatures in this post, I supplied a reason why you might want to harvest from the Ice Lizard as well as kill it.
The Imorph was easy to convert, but the original order of information in the Fiend Folio made the creature perhaps a bit harder to understand than it had to be. I am hoping that my edit makes the creature simpler to use.
Ice Lizard
Ice Lizard: Init +3; Atk Bite +0 melee (1d4) or
breath weapon or spell; AC 19; HD 3d8+3; MV 20’ or fly 40’; Act 1d20; SP Breath
weapon, spell casting, limited magic resistance (+8 except mind-affecting); SV
Fort +1, Ref +5, Will +0; AL N.
An ice lizard can breathe a cone of frost 30’ long with a 10’ base, causing 2d12 damage (Reflex DC 12 for half).
Finally, ice lizards are resistant to magic, gaining a +8 bonus to saves against any spell or spell-like effect, except mind-affecting spells, such as charm person. If a spell does not normally allow a save, the ice lizard gains a save equal to the spell check result (the judge determines what type of save, and whether it halves or negates effects based on the spell).
These creatures live in cold regions, often lairing in caves, ice caves, or underground ruins. Because of their magical nature, an ice lizard’s brain can be used as a component for any cold-based spells, as well as dispel magic, enlarge, and sleep. This adds a +4 to the spell check if the brain is fresh, and consumes the organ. A preserved brain adds only a +2 bonus to the spell check, but likewise consumes the organ.
Imorph
Imorph: Init +0; Atk Tentacle +2 melee (1d4);
AC 15; HD 5d8; MV 20’; Act 2d20; SP Imorphism; SV Fort +2, Ref +2, Will +2; AL N.
The natural form of an imorph is a constantly changing mass of rubbery, dough-like grey-green flesh which forms a lumpy cylinder about 4 feet high and 2 feet in diameter. A short single leg trails behind the main body, which has a “suction cup” similar to the foot of a snail. Other similar structures under the main body grant a jerky mode of locomotion, while two 5-foot- long tentacles emerge from the top of the body allow for defense. An imorph has no apparent eyes, ears or other features, existing through the slow absorption of moss, lichen, carrion, and other dungeon detritus.
An imporph will not normally attack unless threatened, but if engaged it exhibits its startling power of irnorphisrn. At the beginning of each melee round (except the first) it changes its attack modifier, save modifiers, and AC by 1 point each towards the values of its opponent, at the same time gradually changing its shape to resemble its opponent's shape. When these values are the same as its opponent’s, it’s appearance is also, and the creature alters its attack and movement to fit the subject.
Note that the imorph’s Action Dice and damage do not change, Although one tentacle may look like an arm wielding a sword and the other an arm holding a shield, for example, the creature still gets two actions, which do only 1d4 damage.
When an opponent drops out of combat (for whatever reason), or it is reduced to 8 hp or fewer, the imorph starts to change back again towards its original form at the same rate of change. If faced by multiple attackers, the imorph selects one at random to attack and to emulate. If the original “model” dies, and there are opponents remaining, the imorph will immediately start to alter in order to emulate another opponent from its current appearance, without reverting to its original form.
Although the creature is harmless if left alone, within its body is a small organ, corresponding to the human liver, made of a rubbery green substance. This organ contains 1d3 doses of an emerald liquid which, when mixed with water in equal quantity, serves as a polymorph potion.
Iron Cobra
Iron Cobra: Init +5; Atk Bite +3 melee (1d3 plus
poison); AC 20; HD 1d12; MV 30’; Act 1d20; SP Construct, poison, stealth +6,
cannot be impeded, tracking, half damage from non-magical weapons; SV Fort +5,
Ref +5, Will +0; AL N.
An iron cobra has a reservoir in its head which can hold up to 3 doses of poison. Various poisons can be administered in this way. The judge may choose a poison from Appendix P of the core rulebook (p. 446), or from 50 Fantastic Functions For The D50 (D50 Potent Poisons on pages 57-61, or D50 Venomous Creatures on pages 102-103). Alternatively, the judge may roll 1d5 and consult the table below.
Few iron cobras exist, the invention of some potent wizard or minor deity, or even of some brilliant scientist before the Great Disaster. Each is activated and deactivated by key words set by its creator, and when activated, they obey simple verbal commands given by the one who activated them. If deactivated, and the control words are known, an iron cobra may be sold for as much as 1,000 gp, as a guardian for a treasure, a bodyguard, or as an assassin. In the later case, an iron cobra can be ordered to track down and destroy anyone whose name is known, providing that person is within one mile, with the iron cobra homing in on its target’s psychic vibrations.
1d5 |
Fort Save |
Damage on
Successful Save |
Damage on
Failed Save |
Recovery |
1 |
10 |
None |
Paralysis 1d3 hours |
Normal |
2 |
12 |
1d4 hp |
3d8 hp |
Normal |
3 |
15 |
Grogginess causing -1d penalty on the dice chain to all rolls for 2d3 rounds |
Sleep for 1d12 hours. |
Normal |
4 |
18 |
1d4 temporary Stamina damage |
1d7 temporary Stamina damage + 1 point permanent Stamina damage |
Normal for temporary damage |
5 |
20 |
3d8 hp |
Death |
Normal with successful save |
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