Cuckoo Clock Squid
HD: 3+1 (15 hp) AC 14, DMG: 1d6, 1d6 (pendulum maces) or special tentacles attack. MV: 30 (90), ML: 8, saves: wizard lv5
AL: chaotic punctual
Special tentacles attacts:
- Strangle: save vs breath weapon to avoid being grab by a flow of tentacles. Inflict 1d6 dmg by rounds. Make a open door test by round to get free.
- Mind adjustment: instead of strangling it victim the cuckoo clock squid can try to adjust his or her mind like a clock. This inflict 1d6 dmg (only 1 if the squid is not in combat). The operation take 1 round by adjustment.
- Puncture: 1d6 ranged attacks that inflict 1d4 dmg. (range: throwing axe)
Brain adjustments:
- Transfer 1 point of mental stats to a other mental stat (WIS, INT, CHA)
- Transform 2 points of mental stats into 1 point of physical stats.
- Lower or raise initiative by 1.
- Implant suggestion. (save against it only when it trigger).
A adjusted mind make a saving throw each day. A passed save restablish one adjustment. The mind malfunction on a natural 1 and trigger a nervous habit and delusion.
Cuckoo Clock effects:
Each time the cuckoo clock strike the hours it trigger a specific magical effect.
The effect last until the next hour.
Cuckoo Clock effects:
Each time the cuckoo clock strike the hours it trigger a specific magical effect.
The effect last until the next hour.
- Cast Animate dead or object
- Dispel magic (affect magical items until the next hour).
- The clock doors open and throw a cloud of ink (save or get blinded for 1 hour)
- Tentacles emerge from the cuckoo doors. Grant 1 extra special tentacles attack each round.
- Curse: can only speak when the hour strike. (or other bird, squid or clock related curses)
- Summon 1d6 HD of random monsters (1 to 6 monsters).
- Slow time for 7 rounds.
- Cast Confusion
- A beautiful jeweled cuckoo egg emerge from the clock, save to avoid being charmed by the egg. If charmed you can kill to keep your egg. Egg is worth 1d6x100 gp.
- Clockwork upgrade: the cuckoo clock squid gain +1 to hit & dmg and +2AC.
- Summon a magical object, if someone take it save against Quest spell.
- Cast Create food and wine
- The clock doors open and throw 6 poisonous darts (save or die in 1d6 turns)
- Insert cuckoo song in your mind: save or take 1 dmg and get a penalty of 2 to all tests.
- Cast area of effect Hold person.
- Spawn 1d6+1 clockwork cuckoos (1HD, 1d4 dmg, AC14)
- Tell 5 dark secrets
- Answer 6 questions
- Cast Darkness
- Cast sleep
- Control dreams (area of effect: small town)
- Cast a area effect illusion.
- Cast invisibility.
- Open portal to a random location or chaos plane (close after the clock strike the hours)
Note: the hours effects could use some more work.
No comments:
Post a Comment