Includes a variety of aberrant manifestations of the Realms of Origin, that should not exist yet somehow still do. Unlike Denizens which call the Realms of Origin their true homes, these creatures don’t quite belong anywhere. While they often evoke powers akin to the Realms of Origin that sired them, they are not believed to exist there. Instead, the most common theory is that they sprang into being shortly after the Downfall, in that time when Creation was marred and split asunder, the Realms of Origin bleeding together to create the Realm of Strife. Often seeming utterly alien to the natural world, they can be extremely dangerous and follow motives that are just as alien to understand.
The Codex of Creation separates Aberrations into several Metagroups, each with common characteristics:
Contents
Manifestations
Slimes
Slimes are believed to an aberrant manifestation of loose spiritual energy that bled from one of the Realms of Origin and merged with the substance of creation to take form in the Realm of Strife. Seemingly mindless and predatory, Slimes are not dangerous unless they grow to a sufficiently large size. In their rest state, slimes typically appear as puddles of liquid or a slimy sheen covering some other object or surface. However, when agitated or sensing prey they typically draw themselves up into vaguely spherical or cube like blobs. Even in this state however their form shifts and undulates at will, particularly when attacking.
Slimes can rapidly form appendages called a pseudopods to strike at their foes or even launching their entire body as a projectile attack. They are often quite fond of enveloping or latching onto their prey, particularly if they sense a food source.
The body of most slimes contain digestive fluids that can rapidly consume certain materials and convert them into energy. The slime then uses this energy to reproduce itself through a process of mitosis, splitting in two to form a copy of itself. Those objects or materials that cannot be digested by a slime are often found suspended within their amorphous bodies in relatively pristine condition.
In certain circumstances slimes can be beneficial creatures, used to clean or scour unwanted debris from a clever creatures den or a mad mages dungeon.
Bloodspawns
Similar to slimes but formed of blood
Lithokind
Lithokind is a metagroup that describes creatures of living stone or at least so like stone in appearance that they are often mistaken for it.
Animates
Crystalline Constructs
Living crystalline constructs that often seek to mimic bestial or insect like forms.
Monstrosities
Various types of outlandish creatures with bizarre and/or amalgam forms.
Codex of Aberrations
The Codex of Aberrations is the master list of all aberrations available to Realm of Strife GMs. It does not contain all known aberrations, but the list continues to expand as designers create new entries in the codex.
If you are looking for an aberration that does not appear in this list please contact us and request that an entry be added to the codex and we will endeavor to publish your request in a timely manner.
Creation | Order | Creature Name | Metarace | Breed | Variant/Subgroup | Class/Role | Rank/Age | Alternate Names | publish? | Origins | Climate | Habitat | Level | HP (at lvl) | XP | Threat Rating | Size | Size Mod | Melee Mod | Ranged Mod | Spirit Mod | Faith Mod | Defense | Resistances | Stats | Languages | Senses | Form | Armor | Weapons | Alternate | Skills | Traits | Extra | Drops | Description |
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Second | Aberration | Black Slime, Large | Manifestation | Slime | Black | Medium | Black Pudding | yes | Realm (The Void), Alignment (Neutral), Polarity (Chaos) | Temperate | Ruins/Dungeon, Subterranean | 4 | 74 (48+4d12) | 40 | 5 | Large (Prone) | 2; Crushing Blow 2 | -2 Hit; 4% Crit. (97+); +1 Damage | +1 Hit; 5% Crit. (96+) | -4 Hit; 3% Crit. (98+) | -1 Hit; 4% Crit. (97+) | AC 12; Armor 0; Dodge 12 |
Arcane 6; Elemental 32; Natural 22; Holy 8; Demonic 10; Mental 9 | Move 5; Str 16; Agil 5; Stam 16; Int 3; Wis 6; Avd 12; Per 8; Res 4; Init 2; Cha 1 | none | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Amorphous: Corporeal, but with no clearly defined shape/form; Only takes half damage from physical attacks; can fit through almost any space; treats all sides as frontal arc; can passively hide until taking action (often appearing a puddle or patch of moisture) |
Oozing Pseudopod x3 (1d12+5 damage, Reach 3", treat as a Physical LOS ranged attack that inflicts Physical & Void damage) | Fling (action, can fling itself up to 2x movement distance, if landing within 3" of a target treat as a single Oozing Pseudopod attack) |
Void Digestion: Any wood, metal, cloth, leather, flesh, or bone (non-magical) that is enveloped by the slime (including latching for more than 1 round, or a weapon entering their body), begins to dissolve into a void smoke. If this effect is not dispelled or exposed to bright sunlight within 1 hour the effected substance turns enterily to void smoke and is permanently absorbed into the Void realm. Rapid Mitosis: passive, if wounded by Slashing or Lightning based attacks, a sucessful Stamina test will casue the Black Slime to split into two Black Slimes of 1 size smaller, with current HP divided evenly between them. |
Dual Damage (Physical & Arcane): Typical or majority of attacks/skills count as two damage types Merge: if touching target creature of the same type that is either smaller or has less HP, merges it into its body, healing for HP equal to target, if healing beyond max HP can increase in size where applicable Latch: sucessful hits Latch onto the target, treat similar to Grapple except that creature moves with the target; if target is 1 size smaller than creature instead simply treat as Grapple Hardened (Dark): Incoming damage of this type is reduced by half Climber III: +15 Advantaged when attempting to climb or cling to almost any surface |
3d6 Dark Matter, 0-1 Large Gemstone | ||||
Second | Aberration | Black Slime, Medium | Manifestation | Slime | Black | Medium | Black Pudding | yes | Realm (The Void), Alignment (Neutral), Polarity (Chaos) | Temperate | Ruins/Dungeon, Subterranean | 2 | 39 (28+2d10) | 20 | 4 | Medium (Prone) | 0 | -3 Hit; 3% Crit. (98+) | -1 Hit; 4% Crit. (97+) | -7 Hit; 2% Crit. (99+) | -3 Hit; 3% Crit. (98+) | AC 15; Armor 0; Dodge 15 |
Arcane 4; Elemental 28; Natural 20; Holy 8; Demonic 10; Mental 8 | Move 4; Str 14; Agil 6; Stam 14; Int 2; Wis 6; Avd 15; Per 8; Res 4; Init 3; Cha 1 | none | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Amorphous: Corporeal, but with no clearly defined shape/form; Only takes half damage from physical attacks; can fit through almost any space; treats all sides as frontal arc; can passively hide until taking action (often appearing a puddle or patch of moisture) |
Oozing Pseudopod x2 (1d8+4 damage, Reach 2", treat as a Physical LOS ranged attack that inflicts Physical & Void damage) | Fling (action, can fling itself up to 2x movement distance, if landing within 2" of a target treat as a single Oozing Pseudopod attack) |
Void Digestion: Any wood, metal, cloth, leather, flesh, or bone (non-magical) that is enveloped by the slime (including latching for more than 1 round, or a weapon entering their body), begins to dissolve into a void smoke. If this effect is not dispelled or exposed to bright sunlight within 1 hour the effected substance turns enterily to void smoke and is permanently absorbed into the Void realm. Rapid Mitosis: passive, if wounded by Slashing or Lightning based attacks, a sucessful Stamina test will casue the Black Slime to split into two Black Slimes of 1 size smaller, with current HP divided evenly between them. |
Dual Damage (Physical & Arcane): Typical or majority of attacks/skills count as two damage types Merge: if touching target creature of the same type that is either smaller or has less HP, merges it into its body, healing for HP equal to target, if healing beyond max HP can increase in size where applicable Latch: sucessful hits Latch onto the target, treat similar to Grapple except that creature moves with the target; if target is 1 size smaller than creature instead simply treat as Grapple Hardened (Dark): Incoming damage of this type is reduced by half Climber III: +15 Advantaged when attempting to climb or cling to almost any surface |
2d6 Dark Matter, 0-1 Medium Gemstone | ||||
Second | Aberration | Black Slime, Small | Manifestation | Slime | Black | Medium | Black Pudding | yes | Realm (The Void), Alignment (Neutral), Polarity (Chaos) | Temperate | Ruins/Dungeon, Subterranean | 1 | 23 (18+1d8) | 10 | 2 | Small (Prone) | -2 | -3 Hit; 3% Crit. (98+) | -2 Hit; 3% Crit. (98+) | -9 Hit; 1% Crit. (100+) | -4 Hit; 3% Crit. (98+) | AC 18; Armor 0; Dodge 18 |
Arcane 2; Elemental 24; Natural 18; Holy 8; Demonic 10; Mental 7 | Move 3; Str 12; Agil 7; Stam 12; Int 1; Wis 6; Avd 18; Per 8; Res 4; Init 4; Cha 1 | none | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Amorphous: Corporeal, but with no clearly defined shape/form; Only takes half damage from physical attacks; can fit through almost any space; treats all sides as frontal arc; can passively hide until taking action (often appearing a puddle or patch of moisture) |
Oozing Pseudopod (1d6+2 damage, Reach 1", treat as a Physical LOS ranged attack that inflicts Physical & Void damage) | Fling (action, can fling itself up to 2x movement distance, if landing within 1" of a target treat as a single Oozing Pseudopod attack) |
Void Digestion: Any wood, metal, cloth, leather, flesh, or bone (non-magical) that is enveloped by the slime (including latching for more than 1 round, or a weapon entering their body), begins to dissolve into a void smoke. If this effect is not dispelled or exposed to bright sunlight within 1 hour the effected substance turns enterily to void smoke and is permanently absorbed into the Void realm. Rapid Mitosis: passive, if wounded by Slashing or Lightning based attacks, a sucessful Stamina test will casue the Black Slime to split into two Black Slimes of the same size but with current HP divided evenly between them (not worth any additional XP). |
Dual Damage (Physical & Arcane): Typical or majority of attacks/skills count as two damage types Merge: if touching target creature of the same type that is either smaller or has less HP, merges it into its body, healing for HP equal to target, if healing beyond max HP can increase in size where applicable Latch: sucessful hits Latch onto the target, treat similar to Grapple except that creature moves with the target; if target is 1 size smaller than creature instead simply treat as Grapple Hardened (Dark): Incoming damage of this type is reduced by half Climber III: +15 Advantaged when attempting to climb or cling to almost any surface |
1d6 Dark Matter, 0-1 Small Gemstone | ||||
Second | Aberration | Purple Slime, Medium | Manifestation | Slime | Purple | Medium | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Temperate | Ruins/Dungeon, Subterranean | 2 | 33 (22+2d10) | 12 | 3 | Medium (Prone) | 0 | -2 Hit; 3% Crit. (98+) | -1 Hit; 4% Crit. (97+) | -7 Hit; 2% Crit. (99+) | -7 Hit; 2% Crit. (99+) | AC 12; Armor 0; Dodge 12 |
Arcane 4; Elemental 22; Natural 13; Holy 6; Demonic 5; Mental 4 | Move 4; Str 14; Agil 7; Stam 11; Int 2; Wis 2; Avd 12; Per 8; Res 3; Init 3; Cha 1 | none | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Amorphous: Corporeal, but with no clearly defined shape/form; Only takes half damage from physical attacks; can fit through almost any space; treats all sides as frontal arc; can passively hide until taking action (often appearing a puddle or patch of moisture) |
Oozing Pseudopod x2 (1d6+1 damage, Reach 2", treat as a Physical LOS ranged attack that inflicts Physical & Common Arcane damage) | Fling (action, can fling itself up to 2x movement distance, if landing within 2" of a target treat as a single Oozing Pseudopod attack) |
Spirit Digestion: if latching or enveloping a target for one full round, automatically treat as casting Dispel magic on one item or spell effect and if target has Spirit also drain 1d8 Spirit Spirit Mitosis: passive, if touching a target or source of Spirit there is a 10% chance that the Purple Slime forms an exact copy of itself (including current HP) within 1". Oozing Appendage basic attack can cause this to occur. If successfully using Digestive Fluids first, this increases to a 50% chance. |
Dual Damage (Physical & Arcane): Typical or majority of attacks/skills count as two damage types Merge: if touching target creature of the same type that is either smaller or has less HP, merges it into its body, healing for HP equal to target, if healing beyond max HP can increase in size where applicable Latch: sucessful hits Latch onto the target, treat similar to Grapple except that creature moves with the target; if target is 1 size smaller than creature instead simply treat as Grapple Hardened (Common Arcane): Incoming damage of this type is reduced by half Climber III: +15 Advantaged when attempting to climb or cling to almost any surface |
1d4+1 GP, 0-1 Random Medium Item | Purple slimes are believed to an aberrant manifestation of loose spiritual energy that bled from the Realm of Wonders and merged with the substance of creation to take form in the Realm of Strife. Seemingly mindless and predatory, Purple Slimes are not dangerous unless they grow to a sufficiently large size. In their rest state, purple slimes look like a strange puddle of purple liquid or a slimy purple sheen covering some other object or surface, however when agitated or sensing prey they typically draw themselves up into a vaguely spherical blob. Even in this state however their form shifts and undulates at will, particularly when attacking. Slimes can rapidly form appendages called a pseudopods to strike at their foes or even launching their entire body as a projectile attack. They are often quite fond of enveloping or latching onto their prey, particularly if they sense any Spirit as their natural food source is anything containing or influenced by Spirit or Spirit powers. The body of a purple slime contains digestive fluids that can rapidly consume spirit, naturally dispelling and breaking down enchantments, and draining Spirit where possible. This energy is then used to reproduce itself through a process of mitosis, splitting in two to forma copy of itself. A purple slimes digestive fluids have little effect on most organic and inorganic material and as such objects can often be found suspended in their Form, Amorphous bodies in pristine, though mundane, condition. | ||||
Second | Aberration | Purple Slime, Small | Manifestation | Slime | Purple | Small | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Temperate | Ruins/Dungeon, Subterranean | 1 | 20 (15+1d8) | 6 | 2 | Small (Prone) | -2 | -2 Hit; 3% Crit. (98+) | -2 Hit; 3% Crit. (98+) | -8 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | AC 14; Armor 0; Dodge 14 |
Arcane 4; Elemental 20; Natural 12; Holy 6; Demonic 5; Mental 4 | Move 3; Str 12; Agil 8; Stam 10; Int 2; Wis 2; Avd 14; Per 8; Res 3; Init 4; Cha 1 | none | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Amorphous: Corporeal, but with no clearly defined shape/form; Only takes half damage from physical attacks; can fit through almost any space; treats all sides as frontal arc; can passively hide until taking action (often appearing a puddle or patch of moisture) |
Oozing Pseudopod (1d6+1 damage, Reach 1", treat as a Physical LOS ranged attack that inflicts Physical & Common Arcane damage) | Fling (action, can fling itself up to 2x movement distance, if landing within 1" of a target treat as an Oozing Pseudopod attack) |
Spirit Digestion: if latching or enveloping a target for one full round, automatically treat as casting Dispel magic on one item or spell effect and if target has Spirit also drain 1d8 Spirit Spirit Mitosis: passive, if touching a target or source of Spirit there is a 10% chance that the Purple Slime forms an exact copy of itself (including current HP) within 1". Oozing Appendage basic attack can cause this to occur. If successfully using Digestive Fluids first, this increases to a 50% chance. |
Dual Damage (Physical & Arcane): Typical or majority of attacks/skills count as two damage types Merge: if touching target creature of the same type that is either smaller or has less HP, merges it into its body, healing for HP equal to target, if healing beyond max HP can increase in size where applicable Latch: sucessful hits Latch onto the target, treat similar to Grapple except that creature moves with the target; if target is 1 size smaller than creature instead simply treat as Grapple Hardened (Common Arcane): Incoming damage of this type is reduced by half Climber III: +15 Advantaged when attempting to climb or cling to almost any surface |
1d4+4 SP, 0-1 Random Small Item | Purple slimes are believed to an aberrant manifestation of loose spiritual energy that bled from the Realm of Wonders and merged with the substance of creation to take form in the Realm of Strife. Seemingly mindless and predatory, Purple Slimes are not dangerous unless they grow to a sufficiently large size. In their rest state, purple slimes look like a strange puddle of purple liquid or a slimy purple sheen covering some other object or surface, however when agitated or sensing prey they typically draw themselves up into a vaguely spherical blob. Even in this state however their form shifts and undulates at will, particularly when attacking. Slimes can rapidly form appendages called a pseudopods to strike at their foes or even launching their entire body as a projectile attack. They are often quite fond of enveloping or latching onto their prey, particularly if they sense any Spirit as their natural food source is anything containing or influenced by Spirit or Spirit powers. The body of a purple slime contains digestive fluids that can rapidly consume spirit, naturally dispelling and breaking down enchantments, and draining Spirit where possible. This energy is then used to reproduce itself through a process of mitosis, splitting in two to forma copy of itself. A purple slimes digestive fluids have little effect on most organic and inorganic material and as such objects can often be found suspended in their Form, Amorphous bodies in pristine, though mundane, condition. | ||||
Second | Aberration | Stalactid, Adult | Lithokind | Stalactid | Ambusher | Adult | Roper | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Temperate | Subterranean, Ruins/Dungeon | 3 | 57 (40+3d10) | 47 | 6 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +6 Hit; 6% Crit. (95+) | -1 Hit; 4% Crit. (97+) | +5 Hit; 6% Crit. (95+) | AC 37; Armor 30; Dodge 7 When motionless and with its single eye closed, appears as a mundane stalagmite or stalactite |
Arcane 14; Elemental 32; Natural 29; Holy 20; Demonic 23; Mental 20 | Move 3; Str 14; Agil 10; Stam 16; Int 7; Wis 13; Avd 7; Per 14; Res 10; Init 10; Cha 3 | none | Darksight II: Can see in natural darkness at a range (in table top inches) equal to 2x their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. Tremorsense II (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Earthen x6 | Bite: 4d6+4 damage & Tendril x4: 1d6 damage, Reach 10", see Sticky Tendrils & Weakening Poison skills | Tendril Pull: Instead of attacking with a tendril can instead attempt to pull a grappled target up to 5" towards itself (in an attempt to bite it). Must win a strength stat roll-off to do so. If failing see Tendril Regrowth. |
Sticky Tendrils: Passive. Successful hits with a tendril attack automatically Grapple the target but also prevent that tendril from attacking again. Weakening Poison: The sticky secretions coating a Stalactids tendrils inflict Simple Weakening Poison (-2 Disadvantage on any Stat). Tendril Regrowth: Instant. Regrows 1d4 tendrils to replace any that have been destroyed (can never have more than 4 at a time). Tendrils are destroyed if attacked directly (10HP, use Stalacid's AC) or if the Stalactid loses a Strength stat roll-off during a Grapple/Tendril Pull. Destroyed tendrils shrivel up and die, immediately ending any grapple effect. Stealthy Hunter: Passive. When sitting motionless among natural rock formations the Stalactid is considered hidden until it attacks (see Sneaky II trait). The first round of attacks it makes ignore dodge. |
Climber II: +10 Advantage when attempting to climb or cling to almost any surface Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected Grapple: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break Poison I: Uses Simple poisons |
2d6 Thaumatite, 0-1 Partially digested Gemstone or Magic Item, 0-1 Simple Weakening Poison Gland | Adult Stalactids are well adapted subterranean hunters. The possess a large bulbous eye that can see in the dark with little effort and possess thousands of sticky cilia around their base that not only allows them to move about their cavern homes with ease, but also detect vibrations in the rock around them. This means that even with their eye closed that have no problems sensing prey. Capable of sitting perfectly motionless for hours at a time, and with their eye and mouth shut, they are nearly impossible to differentiate from a stalactite or stalagmite. They will wait patiently for unsuspecting prey to get close enough, then rapidly grow long sticky tendrils to grapple their prey and draw it in to be devoured by their massive stony toothed maw. To make matters worse their tendrils secrete potent weakening toxin that makes it all the easier for them to overpower their prey. Their gullet can digest almost any mundane, non-magical matter. However, they are particularly fond of gemstones which take much longer to digest than any other form of food, and seem to saite their otherwise voracious appetite for a time. | ||
Second | Aberration | Stalactid, Elder | Lithokind | Stalactid | Ambusher | Elder | Roper | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Temperate | Subterranean, Ruins/Dungeon | 5 | 96 (63+5d12) | 89 | 8 | Large (Upright) | 2; Crushing Blow 2 | +4 Hit; 6% Crit. (95+); +1 Damage | +9 Hit; 8% Crit. (93+) | +2 Hit; 5% Crit. (96+) | +8 Hit; 7% Crit. (94+) | AC 46; Armor 40; Dodge 6 When motionless and with its single eye closed, appears as a mundane stalagmite or stalactite |
Arcane 16; Elemental 36; Natural 32; Holy 26; Demonic 27; Mental 22 | Move 3; Str 16; Agil 10; Stam 18; Int 8; Wis 14; Avd 6; Per 15; Res 13; Init 9; Cha 3 | none | Darksight II: Can see in natural darkness at a range (in table top inches) equal to 2x their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. Tremorsense III (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Earthen x8 | Bite: 4d8+8 damage & Tendril x6: 1d6 damage, Reach 15", see Sticky Tendrils & Weakening Poison skills | Tendril Pull: Instead of attacking with a tendril can instead attempt to pull a grappled target up to 5" towards itself (in an attempt to bite it). Must win a strength stat roll-off to do so. If failing see Tendril Regrowth. |
Sticky Tendrils: Passive. Successful hits with a tendril attack automatically Grapple the target but also prevent that tendril from attacking again. Weakening Poison: The sticky secretions coating a Stalactids tendrils inflict Complex Weakening Poison (-4 Disadvantage on any Stat). Tendril Regrowth: Instant. Regrows 1d6 tendrils to replace any that have been destroyed (can never have more than 6 at a time). Tendrils are destroyed if attacked directly (10HP, use Stalacid's AC) or if the Stalactid loses a Strength stat roll-off during a Grapple/Tendril Pull. Destroyed tendrils shrivel up and die, immediately ending any grapple effect. Stealthy Hunter: Passive. When sitting motionless among natural rock formations the Stalactid is considered hidden until it attacks (see Sneaky II trait). The first round of attacks it makes ignore dodge. |
Climber II: +10 Advantage when attempting to climb or cling to almost any surface Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected Grapple: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break Poison II: Uses Complex poisons |
3d6 Thaumatite, 0-1 Partially digested Gemstone or Magic Item, 0-1 Complex Weakening Poison Gland | Elder Stalactids are well adapted subterranean hunters. The possess a large bulbous eye that can see in the dark with little effort and possess thousands of sticky cilia around their base that not only allows them to move about their cavern homes with ease, but also detect vibrations in the rock around them. This means that even with their eye closed that have no problems sensing prey. Capable of sitting perfectly motionless for hours at a time, and with their eye and mouth shut, they are nearly impossible to differentiate from a large stalactite or stalagmite. They will wait patiently for unsuspecting prey to get close enough, then rapidly grow long sticky tendrils to grapple their prey and draw it in to be devoured by their massive stony toothed maw. To make matters worse their tendrils secrete potent weakening toxin that makes it all the easier for them to overpower their prey. Their gullet can digest almost any mundane, non-magical matter. However, they are particularly fond of gemstones which take much longer to digest than any other form of food, and seem to saite their otherwise voracious appetite for a time. | ||
Second | Aberration | Stalactid, Larval | Lithokind | Stalactid | Ambusher | Larval | Piercer | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Temperate | Subterranean, Ruins/Dungeon | 1 | 24 (20+1d8) | 8 | 2 | Small (Upright) | -2 | +3 Hit; 5% Crit. (96+) | -2 Hit; 3% Crit. (98+) | -9 Hit; 1% Crit. (100+) | -3 Hit; 3% Crit. (98+) | AC 24; Armor 15; Dodge 9 When motionless and with its single eye closed, appears as a mundane stalactite |
Arcane 2; Elemental 26; Natural 20; Holy 6; Demonic 10; Mental 8 | Move 2; Str 10; Agil 13; Stam 13; Int 1; Wis 7; Avd 9; Per 8; Res 3; Init 8; Cha 2 | none | Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. Tremorsense I (Earth): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Earthen x3 | no conventional weapons or attacks | Drop Attack: Action. Ranged attack with -10 Armor Piercing. Detaches from the ceiling and drops straight down upon its prey, inflicting fall damage equal to 1d6 per 1" (5 feet) to any target it hits, up to a maximum of 10d6. If it misses its target, it takes half that damage to itself instead. Stealthy Hunter: Passive. When sitting motionless among natural rock formations the Stalactid is considered hidden until it attacks (see Sneaky I trait). Its drop attack typically ignores dodge. |
Climber II: +10 Advantage when attempting to climb or cling to almost any surface Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
1d6 Thaumatite | The Larval form of a Stalactid appears as little more than a small stalactite hanging overhead in caverns or other subterranean lairs. They can crawl along rocky surfaces using the cilia that cover the upper portions of their bodies, which otherwise possess a stony hide that comes to a sharp point, designed to skewer unsuspected prey when they drop from the ceiling. Ideally this kills or at least incapacitates their prey, so that they can then feast upon it with their small underdeveloped mouth. If failing to strike their intended targets they have been known to perish from the impact of the hard stone floor beneath. Even if they manage to survive a miscalculated drop, they have no other forms of self defence and can only hope to slowly crawl away to the relative safety of a cavern roof. Due to their somewhat one-dimensional hunting tactics and poor survivability, larval Stalacid are typically found in larger colonies, proving exceptionally dangerous to unsuspecting spelunkers. |