Wandering Monster: CTHULHI (Starspawn)

The following text & stats are designated Open Gaming Content as per the OGL:

Cthulhi (Starspawn)

Freq.
Rare
Num.
d4
Lair%
50%
Horde
2, 19-21
Move
12"
Int.
Genius
Align.
LE
Size
M (6' tall)
L/XP
1,800+12
AC
5
HD
8d8+4
Attk.
2
Dmg.
d3/d3
S.A.
See below
S.D.
None
N.A.
Infravision
R.M.
0%
Psi Pts.
241-340
Psi Attk.
Mind blast
Psi Def.
Empty mind
Though shield
Mental barrier

Combat: Cthulhi attack with two claws every round for d3 points of damage each; if both claws land against an opponent, the cthulhi will draw its victim to itself and attack with its tentacles. Each tentacle deals a point of damage every round thereafter until the victim is slain outright or d4 rounds elapse, after which time the cthulhi has burrowed through its victim's skull to reach the brain and the victim is immediately slain. The cthulhi will then proceed to suck the brains from the cranial cavity of its victim.

Note that cthulhi avoid physical combat whenever possible, preferring to employ their formidable arsenal of psionic powers instead. A cthulhi is able to send forth a mind blast in a cone that is 6" long and 2" wide at its terminus. Further, a cthulhi is able to employ the following psionic abilities; astral projection, body equilibrium, detect magic, domination, esp, levitation, probability travel, telekinesis, and suspend animation. as though they had 7th level of ability.

Cthulhi will retreat from any battle that they are losing, abandoning their allies, minions, and slaves to ensure their own escape.

Description: Cthulhi, or "star spawn" as they are sometimes referred to in ancient tomes, are said to have come to the material plane from "beyond the stars," although there is conjecture that they are from a different plane of reality.

They are notoriously of evil and cruel disposition, hating all other living beings, and consider them as nothing more than chattel useful only for enslavement or as food. However, they will sometimes make common cause with other intelligent beings when it furthers their own unfathomable ends, though it is well known that they are untrustworthy, willing to betray an ally without qualm if it is to their own advantage.

Cthulhi have their own strange language which none have ever deciphered, and usually speak the tongues of several other underworld races. Their contact with men has been rare, as few have dared the deep passageways of the underworld where these horrors are found. It is said that there are entire cities of star spawn deep beneath the earth, from which they send forth small contingents to establish outposts to further their own ends.

It is thought that cthulhi live for several centuries at the least, but their numbers seem to suggest a slow rate of propagation (which is fortunate for other beings). Their methods of reproduction are entirely unknown.

Cthulhi are able to see into the infravisual spectrum to a range of 6", and although they are able to see perfectly well in light conditions normal to the underworld (torches, lanterns, or even a light spell), they prefer the dark. Sunlight blinds them instantly and causes them pain (albeit with no lasting injury). Although they are air breathers, they are able to survive underwater indefinitely and in a complete vacuum for short periods of time (as long as 3 turns), hinting at both their extraterrestrial origin and their cthuloid heritage.

Sages say that the race of star spawn are descendants of the horrid demigod Cthulhu, and bear his resemblance. Cthulhi are six feet tall on the average, and range from gaunt to corpulent in build. Skin color ranges from a sickly greenish hue to a bluish cast, while their eyes are dead black without any other coloration. The head is ovoid in shape, with eyes set wide apart, and where the nose and mouth of a man would be there are d4+2 small tentacles that cover a small sucker-like mouth. Vestigial, bat-like leathery wings, protrude from the back of a cthulhi, remnants of a distant era when the race was capable of flight. The mere sight of a cthulhi sickens the eye and terrifies the heart, and is enough to unman even the stoutest campaigner.

Sorcerous Scrolls: Alizaar's Arc of Lightning

Alizaar's Arc of Lightning

Level: 1
Type: Evocation
Range: 1
Duration: Instantaneous
AoE: 1 creature
Comp: V, S, M
Speed: 1 segment
Save: ½ damage

Explanation/Description: This spell allows the caster to produce an arc of electricity that can hit only a single opponent. The arc does 1d4 points of damage, plus 1 point per level of the caster. The arc of lightning strikes automatically (i.e., no attack roll is necessary), but the victim is allowed a save against breath weapons to avoid the strike. The material component for this spell is a living lightning bug.

Copyright GA Norris 2011

Djeryv's Graveyard: AD&D Dungeon Key Generator

A very cool dungeon key generator for AD&D has been posted over at Djeryv's Graveyard. It allows you to select monsters by level from the Monster Manuals and Fiend Folio, and the generator will create up to 100 rooms, complete with treasure and traps, as well as a random encounter table! There's a generator for outdoor encounters, a dungeon map generator that uses geomorphs, and other goodies as well. Check out Djeryv's Graveyard for the AD&D/OSRIC link in the side bar that will take you to the dungeon generator page. This could be really useful for a last-minute megadungeon gaming session, or simply to get some ideas while working on dungeon levels.

I showed it to my wife who is currently refereeing our home campaign, and she was practically drooling over it.

Wandering Monster: VODYANOI, Burrowing

The following text & stats are designated Open Gaming Content as per the OGL:

VODYANOI, Burrowing (Amber Bulk)

Freq.
Very rare
Num.
d6
Lair%
35%
Horde
7, 9
Move
6" (Dig 6")
Int.
Very
Align.
CE
Size
L (9' tall)
L/XP
1300+12
AC
1
HD
9d8
Attk.
3
Dmg.
2d6/2d6/3d4
S.A.
See below
S.D.
None
N.A.
None
R.M.
0%

Combat: An amber bulk rakes with both talons every round for 2d6 points of damage each, and bite for 3d4 points. If both talons strike a foe in a single round, the victim has been grasped; the amber bulk can either bite automatically each round thereafter, or set its gaze upon its victim. The gaze of an amber bulk places a powerful charm spell upon a victim, unless a saving throw against spells is made at a -2 penalty. Those charmed will obey the telepathic commands of the amber bulk without hesitation, even attacking former allies, taking actions normally against their alignment, or sacrificing their own life for the sake of its new master. This charm ability lasts for 3d6 rounds of combat unless dispelled in some manner.

Description: These creatures are related to the sea variety of vodyanoi, but live beneath the earth. Amber bulks are found only in the underworld, where they constantly burrow in search of prey. They will attack and devour nearly any living creature, having no fear and being always voraciously hungry. However, they are quite intelligent and will not attack mindlessly. An amber bulk is very strong, and its talons are as hard as steel. They able to dig through dirt or hard packed earth at a rate of 6" per turn, through soft rock 2" per turn, and through hard rock at a rate of 1" per turn. Amber bulks have their own eldritch form of speech, a series of clicks, whistles, and grunts that have never been deciphered, and they are also able to communicate telepathically with intelligent beings in a limited fashion.

Gygax in The Fleet

No, this is not a post about Gary Gygax's sordid career in the navy!

Back in the 80's, there was a multi-authored series of military SciFi set in a shared universe edited by David Drake and Bill Fawcett. I enjoyed them back in the day, and haven't read them in quite some time. I picked up the entire series at a rummage book sale a few years ago, and decided recently to give them a reread.


I had completely forgotten that Gygax had a story in this book. Its an ok story, about on par with the rest of the short stories from the other authors in the series, but it was a nice jolt to the old memory banks to realize I'd read this a few decades ago and forgotten all about it. The series overall isn't too bad if you like military SciFi, and a cut above most "shared universe" fantasy or SciFi series that have been published (which probably isn't saying much).

I figured I'd toss this info out there other Gygax aficionados to check out.

Finders Keepers: Rod of Earthly Might

Rod of Earthly Might: Rumored to have been forged on the elemental plane of earth, the rod of earthly might is a peculiar device. It allows the owner to regenerate at the rate of 3 hit points per round as long as the owner is standing upon solid earth. Once per day, the wielder of a rod of earthly might is able to cast one of the following spells at the 13th level of ability: transmute rock to mud (or the reverse), stone shape, or dig. Once per week, the wielder may use stone to flesh (or the reverse), raise a wall of stone, or conjure (an earth) elemental. Note that upon the activation of any of the rod's powers (not including the regeneration granted to the owner), there is a base 5% chance that the wielder and all others within a 20 foot radius will be immediately transported to the plane of earth. Each power activated consumes one charge, and such rods are never found containing more than d20 charges. It is rumored that a rod of earthly might can be recharged only by visiting the elemental plane of earth, but this has not been confirmed.

Copyright GA Norris 2011

Finders Keepers: Sandals of the Four Winds

Sandals of the Four Winds (Monks): These magical sandals grant a monk several distinct powers. First, they allow a monk to fly as per the spell (qv.) once per week for a number of turns equivalent to the monk's level. A monk wearing these sandals is able to run up walls and across ceilings at his normal movement rate as though he were under the power of a permanent spider climb spell (cf.). Further, sandals of the four winds grant monks special insight, such that they are able to detect illusions 75% of the time within a 3” radius with no concentration on the part of the monk. Finally, a monk wearing these sandals is immune to the effects of irresistible dance, slow, hold person, entangle, or any magic or effect that would hinder his movement in any way.

Addendum: I erroneously marked this post as Open Gaming Content, and have since changed that designation. Sorry!

Copyright GA Norris 2011