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View Full Version : [Old-School D&D] The Doomcluster



Chainsaw Hobbit
2012-12-13, 09:03 PM
Inspired by the monster in the lake, at the gateway to the Mines of Moria.

DOOMCLUSTER
Hit Dice: 8 (39 hp)
Armor Class: 4 [15]
Attacks: 4 Tentacles (1d6 + grab)
Saving Throw: 7
Special: Regeneration
Move: -
Alignment: Chaos
Challenge Level/XP: 8/800

Doomclusters are clumps of evil magic, warped flesh, and shadow energy that dwell at the bottoms of lakes, pools, and swamps. Their origins are mysterious, but they are rumored to be clumps the twisted and blackened corpses of failed prototypes for humanity, discarded by the gods in the early days of the world. The things wait for eternity, in unbearable pain, filled with hatred, contemplating the mysteries of the universe and plotting against the gods.

When its pool is approached, a doomcluster will reach out of the water with its tentacles (usually numbering four), and drag the trespassers down to by assimilated into its body, joining the hive mind. When a creature the size of a horse or smaller is hit by an attack with a doomcluster's tentacle, it must save or be grabbed. A grabbed creature takes a -2 penalty to attack rolls, and its at the mercy of the doomcluster.

1d4 rounds after grabbing a creature, the doomcluster will drag it down into the water, where it takes 3d6 damage per round until killed or somehow rescued. Creatures killed this way are assimilated into the mass. If they are rescued before dying, they may retain some of the doomcluster's memories, gaining horrific but potentially useful memories. Magic users may learn new spells.

Doomclusters have regenerative abilities, and regain 1d6 lost hit points per round until slain.