Monday, August 10, 2020

Algae Lurker and its offspring

The Algae Lurker is the first monster for the "Green Sea"-Setting which I'm working on right now. They're defining for one specific region within the Green Sea. This region will be described in a later post. The region desciption will also include the source of their existence.

These green abominations lurk in the algae covered coast and travelling ways of the green sea. They attack only from ambush. Sometimes they lure their prey into traps.

Their lairs are usually coastal caverns or the ruins of a sunken buildings.

If an Algae Lurker has gained enough knowledge, it will become an Algae Lurker Omega.

If something or someone with divine power enters their territory they want to destroy it, no matter what it will take to achieve this.


Algae Lurker

Grotesque, humanoid algae that absorbs the knowledge of their intelligent prey. Legends say they are the offspring of a mighty god.

AC 7 [12], HD 2 (9hp), Att 1 x weapon (1d8 or weapon), THACO 18 [+1], MV 120' (40'), SV D12 W15 P14 B15 S16 (2), ML 9, AL Chaotic, XP 20, NA 1d6 (1d12) , TT U (C)
  • Leader: May have a leader of 4HD.
  • Absorb Knowledge: The absorbtion takes up to the number of HD in turns. Thereafter the creature receives the THACO, class abilities and skills of their victims, if their own isn't better. They abhor divinity and don't absorb them.
  • Wet Habitat: Away from a wet habitat, they will sustain only 1d6 hours. After that are completly dried out, which will cuase their death.
  • Hoard: Only have treasure type C when encountered in their lair.
  • Abhor divinity: They are effected by the Turn Undead ability, but can only be turned not destroyed from it.


Algae Lurker Omega

Grotesque, humanoid algae that absorbs the knowledge of their intelligent prey. They have learned to use arcane magic. Legends say they are the offspring of a mighty god.

AC 5 [14], HD 6* (27hp), Att 1 x weapon (1d8 or weapon) or 1 x magic, THACO 14 [+5], MV 120' (40'), SV D10 W11 P12 B13 S14 (6), ML 10, AL Chaotic, XP 500, NA 1, TT O
  • Language and Spells: 40%; 2 x 1st level, 2 x 2nd level, 2 x 3rd level
  • Absorb Knowledge: The absorbtion takes up to the number of HD in turns. Thereafter the creature receives the THACO, class abilities and skills of their victims, if thier own isn't better. They abhor divinity and don't absorb this kind of knowledge.
  • Create Offspring: If the prey that is absorbed only has knowledge already known by the Algae Lurker Omega, it can create an Alage Lurker. The creation of one offspring takes 1 hour.
  • Wet Habitat: Away from a wet habitat, they will sustain only 1d6 hours. After that are completly dried out, which will cuase their death.
  • Abhor divinity: They are effected by the Turn Undead ability, but can only be turned not destroyed from it.