My first ever D&D purchase was the 3e Monster Manual. I still
have that book but now mostly play Basic Fantasy/OSE. However, there
were some cool seeds of monsters in that 3e Monster Manual so I
thought I would start a series of blog posts converting them to B/X
style entries to keep the creative juices flowing.
Note on this, I will not do every single monster for a few reasons:
- Some already exist (goblins, orcs, dragons, etc)
- Some are not different enough to warrant an update (eladrins are elves, giant eagles are small rocs, ankegs are driver ants, etc).
- Some are uninteresting or don't fit in the types of games I enjoy (most angels, archons, inevitables, gith, etc).
The first monster in the 3e handbook is an Aboleth which I am going to immediately rename as a Dripping One. Water only creatures are problematic because it is so difficult to effectively pull off underwater adventures (at least for me). The Aboleth is now modeled after a colossal Crested Newt. There is a lot to unpack with this first one so here we go...
Dripping One
AC 4 (15), HD 8** (36hp),
Att 2 x Tentacle (1d8 + slime) or breath, THAC0 12
(+7)
MV 180’ (60’) Swim/Walk, SV D8 W9 P10 B10
S12, ML 9, AL C, XP 1,750, NA 0 (1d4), TT
H
- Blindsight: Can “see” in perfect darkness (knows location of living things within 80’)
- Slime: On successful tentacle hit, 20’ range, Save vs Spells or turn into pale amphibian in 1d4 turns. Amphibians must remain cool and wet. A dry amphibian must Save vs Death each hour or die. If Remove Curse is not used within 2d6 days the target becomes a Dripping Cultist.
- Breath: 100’ range, 20’ diameter. As Web spell but a thick disgusting mucus that grants Water Breathing for 1d6 hours unless character Save vs Death. Character cannot breath air during that time (use drowning rules).
- Language: Dripping Ones may communicate to any creature by telepathically communicating to its id.
- Cloud of Madness: Dripping Ones may concentrate and force all creatures within 80’ to fight illusionary monstrosities (as Phantasmal Force). Save vs Spells will allow a character to ignore the effect and damaging the Dripping One will end the effect for all.
- Spells: Cause Fear, Charm Person, Ventriloquism, Hold Person, ESP
- Description: A sleek slimy thing with translucent skin heaves itself out of the water. It smells like mold. What terrors are flashing through your mind?
- Combat: Defended by 2d8 Cultists. Uses Cloud of Madness until struck, then largely relies on tentacle attacks and breath weapon. When losing will begin to use spells to foster an escape.
- To Avoid: Submit and serve.
And because you cannot have Cthulhuian horror without cultists...
Dripping Cultist
AC 6
(13),
HD 2*
(9hp),
Att 2x claw
(1d3+paralysis),
1x bite (1d3+paralysis),
THAC0 18
(+1)
MV 90’
(30’)
Swim/Walk,
SV D12
W13
P14
B15
S16,
ML 9, AL
C,
XP 25,
NA 1d6
(2d8),
TT B
- Paralysis: For 2d4 turns (Save vs Paralysis). Elves and creatures larger than ogres unaffected. After paralyzing a target, ghouls will attack others.
- Blindsight: Can “see” in perfect darkness (knows location of living things within 80’)
- Wiped Mind: Cultists may use the Dripping One’s saves against mind-affecting or mind-reading spells.
- Description: Waterlogged robes and hoods conceal translucent skin and bulbous eyes. They croak when they talk. Why does it look strangely at peace?
- Combat: Will first try to proselytize. If unsuccessful will forcibly kidnap paralyzed targets.
- To Avoid: Willingly follow to the Dripping One (they don’t understand why anyone wouldn’t...)