Dungeon Fantastic: Iconic Monster Use & GURPS 10'
Gelatin Cube Monster
Killer Cube O' Gelatin
A 10
foot cube of hunting gelatin. "Attacks" by moving into/onto a target
and then digesting it. Usually motors along at less than 1 yard/second, eating
mold, fungus, carrion, and wood (including doors in a pinch!), but it can and
will speed up if attacked or it senses a large amount of food.
ST: 0 HP: 10 Speed: 4.00
DX: 6 Will: 10 Move: 2
IQ: 1 Per: 8
HT: 10 FP: 10 SM: +4
Dodge: N/A Parry: N/A DR: 0
Slam or Touch (N/A): 1 point corrosive
damage (every 5 pts damage reduces DR by 1 and inflicts 1 damage) (doesn’t
affect most metals or any stone/pottery) plus paralysis (contact agent,
resisted by HT-2), lasts 1 minute after no longer in contact with cube.
Envelopment (N/A): It can fully envelop
paralyzed foes; envelopment does 10 points of corrosive damage per second, plus
paralysis as above.
Traits: Amphibious;
Discriminatory Smell; Doesn’t Breathe; Doesn’t Sleep; High Pain Threshold;
Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance
(Homogenous; No Blood); Invertebrate; No Legs (Slithers); No Manipulators;
Regeneration (1 HP/Hour, not from fire); Silence 3; Universal Digestion;
Vibration Sense (Air).
Skills: Stealth-12.
Class: Slime
Notes: Nonsentient and can’t
negotiate. Plant/Slime spells won’t work. Gelatinous cube jelly is worth $10 a
quart, 1d6 quarts can be gathered from a slain cube.
And from the comments section
of that link:
- Wounded guys left behind, unconcious enemies left for "questioning later," corpses left for eventual resurrection - all have some real concerns with this thing. Armed and ready adventurers? None.
- Or deploy them by the dozens as support for the 10 x 10 x 10 yard Mother Cube that does 3d corrosive or so and has a boatload more HP.
- An interesting variation on the cube would be to make it Diffuse, and make it a cloud of corrosive digestive vapor-slime instead. That would make it much harder to kill.
- Basically, it's a way to:
- explain why corpses, etc. disappear
- why chalk marks and such disappear from walls when your players ask why you didn't mention their chalk marks from eight sessions ago
- make it dangerous to leave wounded companions behind or leave corpses behind for later recovery and resurrection
- make it dangerous to let your guard down
- make a mobile obstacle, so previously "safe" places might not be safe this time. Or later on.
- make it dangerous to run in a dungeon, even to try and run out of the dungeon.
But it's not a foe any more than that 10' pit
is.
I really like the idea of the cloud of corrosive vapor-slime. Harder to kill and likely faster moving. Maybe after sufficient meal it thickens out into a regular gelatinous cube and either remains stationary or slowly treks back to a "lair" to digest. It then returns to its vapor form before going on the hunt again.
No comments:
Post a Comment