Aboleth
Size: 20 ft
Weight: 6,500 lbs
Strength: Far beyond human limits, but average for their size
Agility: Average
Health: Very good
Intelligence: Superhuman
Willpower: Very good
Skills: Extremely knowledgeable in most fields, including information thought lost to time
Typically, creatures with innately mutagenic properties are known for these properties first and foremost, such as with lycanthropes. We have something of an exception here. While the mere touch of an aboleth can cause an undesirable and long-term transformation, their psionic abilities are much more fearful.
-Elric Hartson, monster researcher
An aboleth is a massive, vaguely piscine monster. Bearing three red red eyes aligned in a single column over a fanged maw, four lashing tentacles, and slimy skin, it is monstrous indeed! They are thankfully rare, residing almost solely in subterranean lakes and waterways deep below the planet's surface. While primarily aquatic, they can survive on land, though they move very slowly out of water. They are hermaphroditic, and effectively immortal, dying only to accident and injury. Frightfully, an aboleth's offspring inherits much knowledge from their parents at birth, making each individual a repository of ancient knowledge.
An aboleth produces two types of transformative substance. Firstly, it constantly secretes greasy cloud when underwater. It is short-lived, and rarely extends more than five to ten feet from its body. Mere physical contact with it, however, causes exposed creatures to gain the ability to breathe underwater, but lose the ability to breathe out of it. This effect lasts three to four hours, but the duration is refreshed by further exposure.
More frightening, the aboleth's tentacles secrete a mutagenic slime. Any creature touched by it finds their skin rapidly transformed, losing hair, scales, or any other covering as it is transformed into a transparent membrane over the course of one to five minutes. In addition to being unsightly, this membrane rapidly dries and cracks unless moisturized with fresh water.
An aboleth's most potent ability is its natural psionic power, with which it can create illusions of almost any nature within its vicinity. With greater effort, it can even supplant an intelligent creature's will with its own, effectively enslaving them utterly. This mental domination is absolute, but will break should the victim be more than a mile removed from their slimy master. Due to this ability, an aboleth usually has a host of devoted slaves, often comprised of amphibious humanoids.
Wednesday, October 30, 2019
Sunday, October 20, 2019
Seafoam Moss
Seafoam
Moss
This crusty white
moss grows in coastal regions, typically on the side of cliffs, in
places exposed to both sea and air. Nothing naturally eats it, as
it's overwhelmingly salty, not to mention toxic, but it possesses
magical properties valued by alchemists.
If ingested raw,
seafoam moss functions as a potent hallucinogen. Prolonged use causes
potentially fatal brain damage. Along with its unpleasant taste, this
makes it unpopular for recreational use.
Brineblood:
An incredibly easy
to brew potion, requiring nothing more than boiling seafoam moss in
fresh water, Brineblood is a very popular potion in regions where
seafoam moss grows. Brineblood possesses none of the toxic or
hallucinogenic properties of its components.
The effects of
Brineblood last for one to three hours, depending on how it was
prepared. The user gains the ability to hold their breath four times
as long as usual, their eyes develop a waterproof membrane, and their
fingers and toes become webbed.
If additional doses
of Brineblood are taken before the first wears off, the duration is
reset and then doubled, but there is a roughly 50% chance of
suffering an overdose. In the case of an overdose, the user suffers
from hallucinations and mild brain damage, typically in the form of
partial memory loss. In addition, the effects become permanent. The
also undergo other changes. They have a 50% chance of developing
gills (in which case there's another 50% chance of losing use of
their lungs,) accompanied by another change:
Side-effect:
01-25
|
The user's
eyes grow large, dark, and highly sensitive to light. They can see
in near total darkness, but bright light (like a sunny day) is
nearly blinding. |
26-35
|
The user
develops the ability of sonar when underwater. There is a 50%
chance they lose the ability to speak normally, and a 50% chance
of developing a bulbous protrusion on their forehead. |
36-50
|
The user
develops shining, piscine scales. There is a 50% chance they
become dependent on water, dehydrating dangerously after two hours
out of water. |
51-60
|
The user grows
stinging tentacles along their arms, back, or scalp (even chance
of any of these.) |
61-70
|
The user
develops the ability to store and discharge electricity from their
body. |
71-80
|
The user
develops bioluminescent markings over several parts of their body.
There is a 50% chance they have control over it. |
81-90
|
The user
develops suction cup-like suckers on their hands and feet. |
91-100
|
Roll twice |
Sharktooth
Pellet:
I've
long considered alchemy to be a science lost on the aquatic races.
After all, they could hardly craft the needed metal and glass
instruments needed, and the idea of pouring liquids underwater was
laughable. Combine that with the difficulty of even recording one's
findings in writing, and I'd assumed that alchemy was purely the
domain of land-dwellers. Seems I was mistaken.
-Elric Hartson,
monster researcher
While more limited
in application, the aquatic races such as the merfolk have found
their own uses for the magical potential of seafoam moss. By wrapping
a certain quantity of moss in certain seaweeds and leaving the result
out to dry, firm, waterproof pellets are created. Upon ingestion, the
consumer is granted a pointed, sharklike snout, accompanied by a maw
filled with numerous razor-sharp teeth. In addition to a dangerous
bite, they also gain a shark's powerful senses. These effects last
for an hour.
When ingested by any
fish-like race, these pellets are surprisingly safe, and no
side-effects are known. When used by any other creature, however,
there is a very strong chance of the magic going awry.
01-35
|
No
transformation occurs, but the consumer is crippled by intense
nausea for an hour. |
36-90
|
The
transformation occurs as normal, but there is a 10% chance the
effect is permanent. |
91-100
|
The consumer
is permanently transformed into a sharklike hybrid, gaining the
above toothy maw, along with gills, a dorsal fin, and a sturdy,
flippered tail. Any body covering such as hair is lost, replaced
by rough skin. There is a 50% chance the consumer retains the
ability to breathe air. |
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