Tuesday 29 March 2011

Monster Book: Adherer

Here's the next A monster in the book:

Adherer

NO. ENC.:  1d4 (1d6)
ALIGNMENT:  Lawful (evil)
MOVEMENT:  90’ (30’)
ARMOUR CLASS:  3
HIT DICE:  4
ATTACKS:  1 (fists)
DAMAGE:  1d3, adhesion
SAVE:  F4
MORALE:  7
HOARD CLASS:  None
XP:  190
AVG. HP:  18

Adherers are man-sized humanoids with an average height of 6 feet, and weight of 200 pounds.  From a distance, they appear to be wrapped in decaying and rotting bandages.  This often causes them to be mistaken for mummies, but the "bandages" are actually loose folds of dirty, white skin.  Adherers give off a sour-smelling odour that fills the air around them.

These strange creatures are found in forested areas or underground caverns.  They are not undead creatures despite their resemblance to mummies, but they are malign beings, and will attack just about any living creature they encounter.  However, they will never attack spiders of any variety, and on occasion, have been known to ally themselves with giant spiders when hunting prey.  Adherers understand Common, but do not speak.

Adherers attack by ambushing their prey.  When lying in wait, an adherer covers its body with leaves, sticks, or debris to better blend with its surroundings.  When victims wander too close, the adherer springs to the attack, surprising opponents on a roll of 1-3 on a d6.  They are cowardly creatures, and if spotted before they attack, flee from their potential prey.  An adherer's skin exudes a sour smelling glue-like substance that acts as a powerful adhesive, holding fast any creatures or items touching it, except for items made of stone.  The adherer attacks by pummelling its foes with its fists.  Those successfully attacked are stuck to the adherer.

A weapon that strikes an adherer sticks fast to the creature's skin and only deals half damage.  An attacker may spend the following round trying to retrieve a stuck weapon by making a successful strength ability check (roll under strength on a d20).  A bucketful of boiling water thrown on the adherer deals 1d4 points of damage to it (and to any creature stuck to it), and also weakens the adhesive for 1 round.  This allows anyone that is stuck to the adherer to make a strength ability check (roll under strength on a d20) to free themselves.  An application of fire deals damage to both the adherer and any creature stuck to it, and weakens the adhesive (as above) for 1d3 rounds.  An adherer can dissolve its adhesive at will, and its secretions lose their adhesive properties 1 hour after the creature dies.

No comments:

Post a Comment