Jun 25, 2012

Filth-Prawns - encounter from the Cult of the White Shadow

One of the creatures encountered in the Cult of the White Shadow adventure presented previously was a vile being called a filth-prawn.  These are disgusting creatures that thrive on offal and fecund pools of liquid.  Their origination is unknown, but they are frequently found throughout many underground and secluded areas where there may be a body of liquid that goes undisturbed for a long period of time.  There are an unknown number of these creatures both in and under the various subterranean structures (basements, dungeons, cellars) in and around Khomaes, and also inhabiting some of the abandoned tunnels and burrows dug into the rock of low city.

In appearance, the filth-prawn looks like a mix between a very large (4' long) crustacean (such as a crayfish or lobster) and the high arched back of a shrimp.  There are some who speculate that it is related to the rust monster, but the peculiar abilities of those abominations are not at all apparent in the filth-prawn.

Sometimes cultivated and kept as long lasting guardian beasts by underground dwellers, the filth-prawn can be encountered nearly anywhere underground - it is an unnatural (at least to the Valley) creature that was either created by magical means, or was summoned from another world entirely.

A Filth-Prawn is somewhat easy to scare off, especially if heat and/or fire are used (hence it's reasonably low morale), however see the special details below, for an insight into its departing shot.  The Filth-Prawn exhibits a certain amount (perhaps INT 5) of intelligence, and they have a rudimentary language (that consists of low level telepathic transmission of urges and emotions, and some clicking and clacking, quite impossible for most humans to imitate without the use of magic).  Although technically intelligent, it must be remembered at all times that the goal of the creatures is to simply continue to exist, and to spread its spore.


Filth-Prawn
Num Appearing: 1d6
Alignment: neutral
Movement: Crawl 30'/Swim 120'
Armor Class: 2 (see below)
Hit Dice: 3hd (18hp)
Attacks: 1 bite, 2 claw-stabs, 2 feeler stings, cloud of filth, mental wave (1x per day)
Damage: 1d6 (bite, see below)/1d6 (claw)/1d6 (claw)/1d2+2 (feeler sting, see below)
Save:T3
Morale:7
Treasure: 1d50+50 gold coins per Prawn, in their filthy, fecund pool (chance for disease)
Special: The Filth-Prawn's bite is infected with an acidic goo, and each bite will continue to cause an additional 1d6 per round, including the first, and for two more rounds.  Save vs. poison to half this corrosive damage.
The feeler stings of a Filth-Prawn are the shocking touch of long (4' long) feelers, that can attack either the same victim of a bite attack, or other nearby victims.  If the attack does damage (which isn't great), then the victim must make a saving throw vs. paralysis the first time attacked by a feeler sting.  Failure means that the victim is the subject of a Slow spell for 1d6+4 rounds, due to a partial paralysis.  Additional stings against a Slow'd victim indicated that the victim is implanted with 1d4 young Filth-Prawns.  These will each do 1 point of damage per day, until they hatch in approximately 2 weeks.  The damage cannot be healed other than by magic.  At the end of two weeks, the young Prawns will hatch, each doing 1d4 damage, as they rip out of the victims flesh.  Young Prawns are only 1hd (6hp), but already have the capability to bite and feeler-sting.  Cloud of filth and mental wave attacks only appear about 2 weeks after birth.
The Filth-Prawn, each turn that it is out of water (or some other liquid) exudes a horrible cloud of filth - this is the same as a stinking cloud spell, but with a cloud size of 30' radius.  Multiple Filth-Prawns create separate clouds, that each victim must respond to individually.  The Prawns themselves seem to be immune to each other's clouds.
 The Mental Wave that a Filth-Prawn can generate, is a once per day telepathic onslaught of desolation and despair, targeted against a single intelligent being.  If that being fails a saving throw  against magic, then it must seek to flee both the Filth-Prawn and the area of it's habitat.  Mental Wave attacks will come once per round, if there are multiple Prawns in the area.  The range seems to be about 150'. Typically, the highest intelligence and/or wisdom in the area will attract the attack.
Defensively, the Filth-Prawn has a secret weakness.  If it is struck for 8 or more points of damage in a single blow, the Filth-Prawn is knocked over on its back, rendering it (temporarily) immobile.  If this occurs, the A/C of the Filth-Prawn raises to 6, but there is a refreshed version of the cloud of filth - all must save again vs. it's effects.  This second, fear-tinged, cloud of filth affects as the first (as a stinking cloud), but also causes all characters and creatures of less than 5 hit dice to lose a round of activity, as they retch uncontrollably.


There is a chance that a special version of Monster Summoning V can be researched that will allow for the summoning of 1d3 Filth-Prawns.  This can either be researched individually by a spell caster that has personally encountered the beings, or can be learned from another caster that already knows the spell, in the usual fashion for learning spells.

[Note: In this case, I actually know where the illustration comes from.  It is from Jim Nelson's website, and is his painting. I believe it was of a D&D creature named a Craud.
http://jimnelsonart.blogspot.com/2012/04/craud.html ]

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