B/Xing the 3e Monster Manual: Aboleth

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:
  1.  Some already exist (goblins, orcs, dragons, etc) 
  2. Some are not different enough to warrant an update (eladrins are elves, giant eagles are small rocs, ankegs are driver ants, etc). 
  3. 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...)

OD&D Wilderness Adventuring Part II

Previously I clarified some of the OD&D wilderness adventuring rules for myself in OD&D Wilderness Adventuring Part 1 . This made me...