(Created page with "{{Creature|title1 = Brown Silt Horror|image1 = Silt Horror.jpg|size_(2e) = H (20 feet long)|sub-type_(2e) = Silt Horror|alignment_(2e) = Neutral|activity_cycle = Any|diet = Ca...")
 
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{{Creature|title1 = Brown Silt Horror|image1 = Silt Horror.jpg|size_(2e) = H (20 feet long)|sub-type_(2e) = Silt Horror|alignment_(2e) = Neutral|activity_cycle = Any|diet = Carnivore|language = None|climate = Any silt|terrain = Any silt (Sea of Silt)|length = 20 feet long|skin_color = Dirty White color|vision = None|lifespan = about 45 years}}The '''Brown Silt Horror''' is a very feared form of [[Silt Horror]], since it can force its victims to come to it. It is not actually brown, its skin is more of a dirty white color. Against the pearly silt, the tentacles flailing in the air often appear brown.
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{{Creature|title1 = Gray Silt Horror|image1 = |size_(2e) = H (25 feet long)|sub-type_(2e) = Silt Horror|alignment_(2e) = Neutral|activity_cycle = Any|diet = Carnivore|language = None|climate = Any silt|terrain = Any silt (Sea of Silt)|length = 25 feet long|skin_color = Gray color|vision = None|lifespan = }}The '''Gray Silt Horror''' is perhaps the worst of the [[Silt Horror]]s. It is a sickly gray in color, and has a multitude of sharp-edged tentacles. It is the most intelligent of the horrors, and fears nothing that moves.
   
 
==Stats==
 
==Stats==
 
===2nd Edition===
 
===2nd Edition===
*'''Frecuency:''' Very Rare.
+
*'''Frecuency:''' Rare.
 
*'''Organization:''' Solitary.
 
*'''Organization:''' Solitary.
 
*'''Intelligence:''' 2-3 (Semi).
 
*'''Intelligence:''' 2-3 (Semi).
Line 9: Line 9:
 
*'''No. Appearing:''' 1.
 
*'''No. Appearing:''' 1.
 
*'''Armor Class:''' 7.
 
*'''Armor Class:''' 7.
*'''Movement:''' 3, Sw 9.
+
*'''Movement:''' 6, Sw 18.
*'''Hit Dice:''' 9.
+
*'''Hit Dice:''' 12.
*'''THAC0:''' 11.
+
*'''THAC0:''' 9.
*'''No. Attacks:''' 8.
+
*'''No. Attacks:''' 12.
*'''Damage/Attack:''' 1-6 (1d6) (x8).
+
*'''Damage/Attack:''' 1-8 (1d8) (x12).
 
*'''Special Attacks:''' Constriction.
 
*'''Special Attacks:''' Constriction.
 
*'''Special Defenses:''' Air Jet.
 
*'''Special Defenses:''' Air Jet.
 
*'''Magic Resistance:''' Nil.
 
*'''Magic Resistance:''' Nil.
*'''Morale:''' Very Steady (12-13).
+
*'''Morale:''' Elite (14-15).
*'''XP Value:''' 5.000 xp.
+
*'''XP Value:''' 9.000 xp.
 
==Habitat/Society==
 
==Habitat/Society==
  +
Gray Silt Horrors are solitary, hungry, aggressive creatures. They only use their air sacs for emergencies, preferring to 'swim' through the silt. They range far through the silt in search of prey.
The Brown Silt Horror is a solitary creature, found only in the silt. It is the most active of the [[Silt Horror]]s, ranging far in search of food. A Brown Silt Horror lives about 45 years, and must eat at least once a month. Brown Silt Horrors are actually the products of cross breeding between the [[White Silt Horror]] and [[Gray Silt Horror]].
 
   
 
==Ecology==
 
==Ecology==
  +
Gray Silt Horrors consider anything that they can sense as prey. They sense the vibrations of someone moving through or on the silt for up to 3 miles, and usually try to move towards it. Gray horrors mate with any other kind of [[Silt Horror]]s. Their favorite food is [[Desert Giant]], and once a Gray Silt Horror discovers a Giant's path, the Giants usually have to find a new path.
The Brown Silt Horror is always hungry. It even attacks other [[Silt Horror]]s. It always attempts to dominate other horrors, being smaller and unable to stand up to the larger horrors in physical combat. The Brown Silt Horror has no natural enemies except the other horrors. It can be eaten, but the few [[Dessert Giant]]s who have tried it said that the taste left much to be desired.
 
 
Any severed tentacles take two weeks to grow back, each.
 
   
 
==Combat==
 
==Combat==
  +
The Gray Silt Horror attempts to lure its victim to it. It is skilled at creating and controlling sound. It is not intelligent enough to imitate a person's voice, but it can make whimpering sounds and the sounds of water. It uses its control winds and control sound powers to make it seem that there is water only a few steps away. When the intended victim is close enough, the horror strikes. A full dozen tentacles whip out of the silt and attack. 
The Brown Silt Horror lies in wait beneath the silt, like all varieties of [[Silt Horror]]. Its unique features include using precognition to determine the strength of the opposition, and the best time to attack. If it senses that the opponent is too strong for it, it tries to use its domination power to take over the victim.  The brown horror is blind and deaf, so it uses its ability to feel sound and light to sense its prey. A Brown Silt Horror always has at least one tentacle just a fraction below the surface. It uses this 'sensing tentacle' to find out what is going on around it.
 
   
  +
The horror is very protective of its central body, and flees if it takes a direct hit to the body. It moves by jetting itself through the silt, raising a small cloud of silt in the area. 
When it attacks, it attempts to grasp an opponent with its tentacles and drag them below the silt. Resisting assumes that the victim has somewhere to get a firm footing, or is anchored to something.
 
   
Severing 4 or more tentacles causes it to flee, if able
+
If one or more tentacles are severed, they regrow at the rate of one per month. 
   
===2n Edition===
+
===2nd Edition===
  +
If the victim is really looking for the water, he receives a -4 penalty to his surprise roll, otherwise the horror surprises its victims as listed as follows: Because of this, it is very hard to surprise (+2 bonus to surprise rolls). It also lies very still, granting it an increased chance to surprise opponents. (-2 penalty to all opponent's surprise rolls).  It acts the same way as [[White Silt Horror]].
A hit causes 1d6 points of damage, and if it exceeds the attack roll by four or more, the opponent has been grabbed. Grabbing an opponent causes 1d6 points of damage each successive round, and the victim must make a Strength roll or be pulled under the surface.
 
   
  +
When an opponent gets in range, (50 feet or less), the Gray Silt Horror attacks with all of its tentacles.
Victims pulled under the silt suffocate as here: If the victim is held, he suffers an additional 1d6 each succeeding round (as [[White Silt Horror]]). Creatures with a 19 Strength may pull free by making a successful Bend Bars roll, although this is the only action allowed that round.
 
   
  +
The tentacles are barbed, and a successful hit roll means that the victim is grabbed and held. A hit causes 1d8 points of damage, and the victim is pulled under the silt to suffocate. In addition to the problem of the silt, the horror keeps squeezing, doing 1d8 points of damage each additional round.  Only a strength of 23 or better allows a Bend Bars roll attempt to break free. Each tentacle can take 12 points of damage before it is severed.
Each tentacle takes 8 points of damage before being destroyed. Tentacle damage does not count towards the total hit points of the creature.
 
* '''Air Jet:''' It moves by jetting out a large gust of air, sliding itself backwards through the silt at a rate of 50 yards per round. This also raises a small cloud of silt, making it almost impossible to follow, at least for those using sight.
+
* '''Air Jet:''' It can 'jet' itself moves by jetting out a large gust of air, sliding itself backwards through the silt at a rate of 50 yards in one round. This also raises a small cloud of silt, making it almost impossible to follow, at least for those using sight.
  +
Unlike the other [[Silt Horror]]s, this one comes back a few rounds later, at least if the victim(s) do not move off immediately.
On the round after fleeing, the horror is completely hidden under the silt, and those who want to finish it off had better be able to fight under the silt.
 
  +
  +
It will continue these 'hit and run' attacks until it has suffocated as many victims as possible, or until it takes over 50% damage to its body.
   
 
==Psionics Summary==
 
==Psionics Summary==
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! PSPs
 
! PSPs
 
|- data-parsoid="{"startTagSrc":"|-","autoInsertedEnd":true,"dsr":[4194,4228,2,0]}"
 
|- data-parsoid="{"startTagSrc":"|-","autoInsertedEnd":true,"dsr":[4194,4228,2,0]}"
| 2
+
| 1
| 2/2/4
+
| 1/0/3
| -- /M-
+
| -- /--
| 12
+
| 0
| 54
+
| 34
 
|}
 
|}
*'''Clairsentience —''' ''Sciences:'' pregognition; ''Disciplines:'' feel sound, feel light.
+
*'''Psychokinesis —''' ''Disciplines:'' control sound, create sound, control wind.
*'''Telepathy —''' ''Sciences:'' domination; ''Disciplines:'' contact, mind blank.
 
 
==Sources==
 
==Sources==
 
*''[https://www.drivethrurpg.com/product/17187/DSR4-Valley-of-Dust-and-Fire-2e?term=Valley+of+ DSR4. Valley of Dust and Fire]''. Dark Sun Accesory. TSR Inc, by L. Richard Baker III (1992). [https://darksun.fandom.com/wiki/Special:BookSources/1560763167 ISBN 1-56076-316-7].
 
*''[https://www.drivethrurpg.com/product/17187/DSR4-Valley-of-Dust-and-Fire-2e?term=Valley+of+ DSR4. Valley of Dust and Fire]''. Dark Sun Accesory. TSR Inc, by L. Richard Baker III (1992). [https://darksun.fandom.com/wiki/Special:BookSources/1560763167 ISBN 1-56076-316-7].
*[https://www.drivethrurpg.com/product/17201/Dark-Sun-Monstrous-Compendium-Appendix-II-Terrors-beyond-Tyr-2e?src=hottest_filtered ''Dark Sun Monstrous Compendium Appendix II'']: Terrors beyond Tyr (2e).
+
*''[https://www.drivethrurpg.com/product/17180/MC12-Monstrous-Compendium-Dark-Sun-Appendix-Terrors-of-the-Desert-2e?term=Dark+Sun MC12 Monstrous Compendium Dark Sun Appendix]'': Terrors of the Desert (2e).
  +
  +
[[Category:Creature]]

Latest revision as of 00:48, 29 October 2019

The Gray Silt Horror is perhaps the worst of the Silt Horrors. It is a sickly gray in color, and has a multitude of sharp-edged tentacles. It is the most intelligent of the horrors, and fears nothing that moves.

Stats[edit | edit source]

2nd Edition[edit | edit source]

  • Frecuency: Rare.
  • Organization: Solitary.
  • Intelligence: 2-3 (Semi).
  • Treasure: Nil.
  • No. Appearing: 1.
  • Armor Class: 7.
  • Movement: 6, Sw 18.
  • Hit Dice: 12.
  • THAC0: 9.
  • No. Attacks: 12.
  • Damage/Attack: 1-8 (1d8) (x12).
  • Special Attacks: Constriction.
  • Special Defenses: Air Jet.
  • Magic Resistance: Nil.
  • Morale: Elite (14-15).
  • XP Value: 9.000 xp.

Habitat/Society[edit | edit source]

Gray Silt Horrors are solitary, hungry, aggressive creatures. They only use their air sacs for emergencies, preferring to 'swim' through the silt. They range far through the silt in search of prey.

Ecology[edit | edit source]

Gray Silt Horrors consider anything that they can sense as prey. They sense the vibrations of someone moving through or on the silt for up to 3 miles, and usually try to move towards it. Gray horrors mate with any other kind of Silt Horrors. Their favorite food is Desert Giant, and once a Gray Silt Horror discovers a Giant's path, the Giants usually have to find a new path.

Combat[edit | edit source]

The Gray Silt Horror attempts to lure its victim to it. It is skilled at creating and controlling sound. It is not intelligent enough to imitate a person's voice, but it can make whimpering sounds and the sounds of water. It uses its control winds and control sound powers to make it seem that there is water only a few steps away. When the intended victim is close enough, the horror strikes. A full dozen tentacles whip out of the silt and attack. 

The horror is very protective of its central body, and flees if it takes a direct hit to the body. It moves by jetting itself through the silt, raising a small cloud of silt in the area. 

If one or more tentacles are severed, they regrow at the rate of one per month. 

2nd Edition[edit | edit source]

If the victim is really looking for the water, he receives a -4 penalty to his surprise roll, otherwise the horror surprises its victims as listed as follows: Because of this, it is very hard to surprise (+2 bonus to surprise rolls). It also lies very still, granting it an increased chance to surprise opponents. (-2 penalty to all opponent's surprise rolls).  It acts the same way as White Silt Horror.

When an opponent gets in range, (50 feet or less), the Gray Silt Horror attacks with all of its tentacles.

The tentacles are barbed, and a successful hit roll means that the victim is grabbed and held. A hit causes 1d8 points of damage, and the victim is pulled under the silt to suffocate. In addition to the problem of the silt, the horror keeps squeezing, doing 1d8 points of damage each additional round.  Only a strength of 23 or better allows a Bend Bars roll attempt to break free. Each tentacle can take 12 points of damage before it is severed.

  • Air Jet: It can 'jet' itself moves by jetting out a large gust of air, sliding itself backwards through the silt at a rate of 50 yards in one round. This also raises a small cloud of silt, making it almost impossible to follow, at least for those using sight.

Unlike the other Silt Horrors, this one comes back a few rounds later, at least if the victim(s) do not move off immediately.

It will continue these 'hit and run' attacks until it has suffocated as many victims as possible, or until it takes over 50% damage to its body.

Psionics Summary[edit | edit source]

2nd Edition[edit | edit source]

Level Dis/Sci/Dev Attack/Defense Score PSPs
1 1/0/3 -- /-- 0 34
  • Psychokinesis — Disciplines: control sound, create sound, control wind.

Sources[edit | edit source]

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