Monday, May 7, 2018

Day Twenty-one -- Chomronor, the dark mantises

Next up is a Horror. It hails from dark subterranean reaches, is intelligent and can act as a mastermind with potential spell-like abilities. It has the basic form of a mantis or stick beetle, the attributes of a fungus, a slime coated membranous skin . . . and has eyestalks.



Chomronor
# Enc.: 1d4 (4d6)
Alignment: Chaotic
Movement: 90' (30')
AC: 4
HD: 10+4*
Attacks: Claw/Claw or spell
Damage: 1d8/1d8 plus mucous
Save: F10
Morale: 9
Hoard Class: XIX
XP: 1700

Deep within the bowels of the earth, below the dark elves and dwarves and other deep dwellers live the Chomronor, a race of strange alien beings with inscrutable goals. They resemble stick beetles some ten feet in length, but are actually more closely related to fungi, and have a skin coated with a slimy brown mucous-like substance.

They are powerful spellcasters, casting spells as 10th level illusionists but without the need for spellbooks: they know 1d4 more spells per level than they can cast. In combat they strike twice per round with their stick-like front claws, inflicting 1d8 points of damage per blow. Those hit by a claw are coated with the same gelatinous substance that coats their body, and must make a Save v. Poison to avoid being covered with it. If the Save is failed the target is paralyzed for 1d4+1 turns. When a target is paralyed the chromronor may spend 1 turn implanting a fungal seed in the creature's brain, which then allows the chromronor to control their victim from a distance of up to 10 miles, and to perceive the world through their victim's senses. The implanted target does not die from this -- and may not even realize they are a carrier of the seed. A single chomronor may have no more than four seeds implanted at any one time.

In lieu of claw attacks the chromronor can also cast spells as a 10th level illusionist. They can communicate telepathically with all living creatures with 120', although the touch of a chromronor's mind has the potentially unfortunate side effect of potentially driving the target mad for a brief time; they must Save v. Spells or be affected as per the spell Confusion. If the result of the Saving Throw is a natural 1 they are driven insane permanently.

These strange creatures have excellend vision in the dark, seeing with infravision up to 180' feet in the dark. They suffer a -4 penalty to all Saves against fire.

Chromronors are master alchemists, making potions and salves from the esoteric ingredients found deep underground. They are the enemies of illithids, aboleths and drow, although they try not to oppose their foes directly, but rather through the slaves implanted with their fungal seeds.

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