Friday 21 October 2022

Let’s Convert the Fiend Folio: Sandman and Scarecrow

As October draws ever closer to that one shining night – Halloween – we look at two Fiend Folio monsters which might be seasonally appropriate. Well, at least one of them is.

To understand the Sandman, you have to have at least an inkling about old school play. You explored the dungeon in turns of 10 minutes each, and had to rest for 1 turn after 5 turns of action. Torches and lanterns were tracked, and there was a very real chance of being lost, alone, in the dark. Well, I say alone, but there was a chance (usually 1 in 6 every 6 turns) that a wandering monster would be encountered. The passage of time was important.

Enter the Sandman. The monster is almost benign. At the most, it wants to put you to sleep and evict you from its immediate lair. Suddenly, time becomes important again, because while you are sleeping a wandering encounter might occur. Goblins might truss you up and take you prisoner. Other monsters might just be hungry. If you were lucky, you just woke up later, perhaps requiring a new torch. I have increased the sleep-inducing powers of the Sandman in my conversion. If you want to imprison a bunch of PCs without killing them, this is the way. Just let them keep their victory should they somehow attain it!

Evil animated Scarecrows need no explanation.

It strikes me as odd having a post with a Sandman and an animated Scarecrow and not mentioning Neil Gaiman’s Sandman series, especially following a successful first season. So, here it is, the obligatory mention! I found it to be definitely worth watching and hope that the series continues.

 

Sandman

Sandman: Init +0; Atk Touch +2 melee (sleep); AC 17; HD 4d8; MV 20’; Act 2d20; SP Sleep (Will DC 15 negates), magic resistance (Will DC 19 + spell level), immunity to normal missiles; SV Fort +5, Ref +5, Will +5; AL N.

Appearing as a humanoid form made entirely of sand, anyone who comes within 20 feet of this strange being must succeed in a DC 15 Will save or fall into a deep magical slumber. The sandman’s touch has the same power, so that any who are touched by – or themselves touch – a sandman must also save or fall asleep. This enchanted slumber lasts no less than 1d5 turns; thereafter, there is a non-cumulative 10% chance that a round of vigorous shaking will wake the sleeper. If no outside agency seeks to wake the sleeper, the slumber lasts an additional 1d7 hours. Dispel magic or a reversed casting of sleep can also break the enchantment.

Whatever form of magical cohesion holds sandmen together is not affected by mundane missiles, which pass through these creatures harmlessly. They resist magic, and if they can make a Will save (DC 19 + spell level) they can simply ignore any spell as though it had never been cast. This does not protect them from the secondary results of a spell – a sandman who resists a fireball may still take damage if it causes the ceiling to collapse upon him.

Some sages postulate that sandmen feed upon mortal dreams, and others the spark of mortal wakefulness, taken when a victim succumbs to the sandman’s power. Whatever the truth may be, sandmen are quick to attack mortals, and then pay no more discernable attention to the creatures they have rendered unconscious. That they do not originate in the Lands We Know seems clear, but whether these beings are denizens of Elfland, a plane of living dreams, or some other strange Otherworld none can say.

The danger posed by sandmen is not from the creatures themselves, but from what may discover unprotected sleepers while they slumber.

 

Scarecrow

Scarecrow: Init +0; Atk Scratching blow +3 melee (1d4 plus charm) or charm; AC 14; HD 5d10; MV 20’; Act 1d20; SP Construct (immune to poisons, many critical effects, mind-affecting, paralysis, and sleep), charm (Will DC 13 negates); SV Fort +7, Ref +0, Will +0; AL C.

Animated scarecrows may be made from a variety of materials, and so vary in appearance. Wooden bodies and limbs, with carved turnips, pumpkins, or squash for heads are common. No matter what their appearance, they appear malign, for the spirits which animate them are uniformly evil. Scarecrows obey their creator’s simple instructions, but the sinister animus which moves them lacks the creativity needed to extrapolate from those orders, or even to interpret them other than literally.

A scarecrow can charm intelligent creatures meeting its gaze (30’ range) or who are successfully struck by it in melee (Will DC 13 negates). Charmed creatures stand and gape for 2d5 rounds, rooted to the spot, allowing the scarecrow to strike at them repeatedly. Victims recover immediately if the scarecrow is slain, goes more than 60’ away, or passes out of sight. Successfully saving from this effect does not provide lasting immunity; a character may save one round and succumb the next.

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