(Created page with "{{Creature|title1 = Black Silt Horror|image1 = Black Silt Horror.png|size_(2e) = M (4 feet long)|sub-type_(2e) = Silt Horror|alignment_(2e) = Neutral|activity_cycle = Any|diet...")
 
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{{Creature|title1 = Black Silt Horror|image1 = Black Silt Horror.png|size_(2e) = M (4 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 = 4 feet long|skin_color = Black}}The '''Black Silt Horror''' is the smallest and most common of the [[Silt Horror]]s. Resembling a black, dusty octopus or squid with a writhing mass of eight barbed tentacles, the Silt Black Horror is obviously related to the other Silt Horrors. It is much smaller than other Silt Horrors and roams in groups called clutches. The Black Silt Horror aggressively hunts anything it can catch. Large clutches have attacked [[White Silt Horror]]s and wading [[Dessert Giant]]s.
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{{Creature|title1 = Sand Vortex|image1 = Sand Vortex.png|size_(2e) = H (40 feet across)|sub-type_(2e) = |alignment_(2e) = Neutral|activity_cycle = Day|diet = Carnivore|language = None|climate = Sea of Silt|terrain = Sea of Silt|length = 40 feet across|skin_color = Light Gray|height = 5 feet|lifespan = 60 years}}The '''Sand Vortex''', or '''Silt Vortex''' as it is sometimes called, is a huge creature that lies in wait for unsuspecting prey crossing the [[Sea of Silt]]. It lies beneath the silt, but even fliers are not safe from the sudden whirlwind that may suck them down into the waiting maw of the creature. The Sand Vortex is pancake shaped and has a light gray skin that blends in very well with the silt. It is about 40 feet across and 5 feet thick.
   
 
==Stats==
 
==Stats==
 
===2nd Edition===
 
===2nd Edition===
*'''Frecuency:''' Common.
+
*'''Frecuency:''' Rare.
*'''Organization:''' Clutch.
+
*'''Organization:''' Solitary.
*'''Intelligence:''' 2-4 (Semi).
+
*'''Intelligence:''' 1 (Animal).
*'''Treasure:''' Nil.
+
*'''Treasure:''' Q.
*'''No. Appearing:''' 3-12 (3d4).
+
*'''No. Appearing:''' 1.
*'''Armor Class:''' 7.
+
*'''Armor Class:''' 2.
*'''Movement:''' 3, Sw 9.
+
*'''Movement:''' 0.
*'''Hit Dice:''' 5.
+
*'''Hit Dice:''' 15.
*'''THAC0:''' 15.
+
*'''THAC0:''' 5.
*'''No. Attacks:''' 1+bite.
+
*'''No. Attacks:''' 1.
*'''Damage/Attack:''' 1d8/1d4.
+
*'''Damage/Attack:''' 5-20 (5d4).
*'''Special Attacks:''' Entangle, Poison.
+
*'''Special Attacks:''' Whirlwind.
*'''Special Defenses:''' Air Jet.
+
*'''Special Defenses:''' ''See below''.
 
*'''Magic Resistance:''' Nil.
 
*'''Magic Resistance:''' Nil.
*'''Morale:''' Elite (15-16).
+
*'''Morale:''' Steady (11-12).
*'''XP Value:''' 650 xp.
+
*'''XP Value:''' 12.000 xp.
 
==Habitat/Society==
 
==Habitat/Society==
  +
The Silt Vortex is a solitary creature. It lives only to eat. Anything that passes in range is a target.
Black Silt Horrors are a matriarchal society. The larges; female, the clutch leader, develops rudimentary psionic abilities that aid in capturing prey. Black Silt Horrors are found in the [[Sea of Silt]] and many smaller silt basins.
 
 
Once a year the Black Silt Horrors of the [[Sea of Silt]] migrate to the same spot they were born. Here, a mating ritual lasting two weeks takes place. When the mating season is over, the horrors separate into their clutches and return to their home areas.
 
   
 
==Ecology==
 
==Ecology==
  +
The Silt Vortex inhabits only the [[Sea of Silt]]. It is active only during the day, seeming to prefer the heat of the sun. At night, it rests.
Many Athasian sages believe the Black Silt Horrors to be decendants of an ancient water dwelling creature. This has been evidenced by rock formations containing the impressions of creatures bearing a striking resemblance to the Black Silt Horror.
 
   
  +
The Sand Vortex is thought to live for about 60 years, at which time it splits into two smaller vortexes. They are nearly as dangerous as their parent.
Black Silt Horrors have a voracious appetite and will eat even after a large feeding. They are not picky eaters and consider any creature they can chase down to be their next meal. Their favorite food is the [[Silt Runner]].
 
  +
  +
There are rumors of a huge Sand Vortex, over 100 feet across, near the center of the [[Sea of Silt]].
  +
 
=== 2nd Edition ===
  +
At night it recovers PSPs.
  +
  +
These smaller vortexes begin with 7 Hit Dice, gaining one Hit Die every 2 years until they reach full growth. They have all the psionic powers of their parent.
   
 
==Combat==
 
==Combat==
  +
The Sand Vortex attacks with a special psionic power, whirlwind. It lies in wait, using its life detection power until a creature walks or flies overhead. Then a sudden whirlwind engulfs the unfortunate creature, sucking him down into range for the vortex to attack. Of course it also raises a huge cloud of silt with a 200 feet radius.
Black Silt Horrors attack with pack tactics, dividing into a pursuing group and an ambushing group. The pursuers rapidly let toward the prey to drive the victims toward their clutch-mates, who wait beneath the sand.
 
  +
  +
A wading [[Desert Giant|Giant]] has a chance to notice that he has stepped on a pancake-shaped beast instead of the rock floor.
  +
  +
Once the Sand Vortex has sucked in a victim, that being is vulnerable to an attack by the center maw. Few indeed are the Giants that have escaped once they have stepped onto a Sand Vortex. The vortex is nearly mindless and continues to try to entrap its prey.
  +
  +
If a victim is inside the Sand Vortex, but hasn't been, or can't be, swallowed, he may try to attack.
  +
  +
Should a vengeful Giant or adventurer try to sneak in from the side, the vortex is not helpless. In addition to the silt in the air, the Sand Vortex's life detection power means that it usually knows exactly where a foe is. It won't react to someone attacking from the side, but should such a being begin to hurt the vortex, the Sand Vortex attempts to defend itself. It uses telekinesis to throw clouds of silt at anyone on the sides. If this fails, the Sand Vortex merely levitates into the air and drifts with the wind to an area where it can feed undisturbed.
  +
  +
===2nd Edition===
  +
The victim is allowed a saving throw versus breath weapons to avoid being sucked in. The saving throw is modified by a -4 penalty if the victim was on the ground. Creatures larger than [[Athasian Giant|Athasian Giants]] ([[Athasian Roc]]s, [[Cloud Ray]]s, etc.) are allowed a + 4 bonus to the save. A creature in the cloud may also be blinded (save vs. paralysis to avoid). Blinded creatures have only a 50% chance of flying out of the vortex, 75% for very large creature.
   
  +
Wading creatures are allowed a surprise roll. If they are not surprised, and immediately retreat, they are not subject to the whirlwind effect, although they may still be affected by the Sand Vortex's other psionic powers. 
Black Silt Horrors attack with their lashing tentacles. The black horror attacks only once for all its tentacles, individually, the tentacle attacks are negligible.
 
   
  +
Man-sized creatures are swallowed whole on a successful attack. Larger creatures still take damage if hit. 
The Black Silt Horror flees if it loses more than five tentacles. When fleeing combat the black silt horror can direct its air jet to create an impenetrable cloud of dust, covering its escape.
 
   
  +
The spinning of the Sand Vortex, as well as the silt in the air, causes all attacks to be made at a penalty of -4. Blindness may cause another -4 penalty, so the intended victim is in serious trouble. 
===2n Edition===
 
If the tactic works, there is a -2 penalty to their opponents' surprise rolls; otherwise they break cover and join the pursuit.
 
   
  +
In addition to the possibility for blindness, the silt causes 1 point of abrasion damage per round to exposed skin. 
They try to entwine a victim to immobilize it, inflicting 1-8 (1d8) points of damage with a successful attack. On any round the Black Silt Horror hits with its tentacles it can immediately try to bite. If it hits, the bite inflicts 1-4 (1d4) points of damage and injects a paralyzing poison. The victim must successfully save vs. poison or be paralyzed for 3-12 (3d4) rounds. If the Silt Horror's roll is a natural 20 for its tentacle attack, the Black Silt Horror entwines the victim with its tentacles, pinning one to four limbs. The Silt Horror automatically hits entwined victims each round for normal tentacle damage and can also attempt to bite. It releases entwined victims if it is reduced to 8 hp or less.
 
   
  +
At the same time, the vortex uses its project force to attempt to knock the victim into the silt.  A successful power check forces the intended victim to make a saving throw versus breath or be dumped on its back in the silt. 
The tentacles of the Black Silt Horror are AC 6 and have 4 hp each.
 
* '''Air Jet:''' Any creature caught in the dust cloud must make a successful save vs. breath weapon or be blinded by the silt and begin choking and coughing for 1-4 (1d4) rounds.
 
   
 
==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]}"
| 11
+
| 3
| 2/2/7
+
| 2/3/4
| EW,II/MBk,TS
+
| --/M-
| 11
+
| 13
| 40
+
| 84
 
|}
 
|}
*'''Clairsentience —''' ''Sciences:'' pregognition; ''Devotions:'' feel sound, feel light.
+
*'''Psychokinesis —''' ''Sciences:'' telekinesis, whirlwind (Cost 15 PSP, Maitenance 5 PSP/round), project force; ''Devotions:'' control wind, levitate.
*'''Telepathy —''' ''Sciences:'' mindlink; ''Devotions:'' attraction, contact (false sensory input), ego whip (inflict pain), life detection, id insinuation (invincible foes).
+
*'''Telepathy —''' ''Devotions:'' mind blank, life detection, mind bar;
 
==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 00:49, 29 October 2019

The Sand Vortex, or Silt Vortex as it is sometimes called, is a huge creature that lies in wait for unsuspecting prey crossing the Sea of Silt. It lies beneath the silt, but even fliers are not safe from the sudden whirlwind that may suck them down into the waiting maw of the creature. The Sand Vortex is pancake shaped and has a light gray skin that blends in very well with the silt. It is about 40 feet across and 5 feet thick.

Stats[edit | edit source]

2nd Edition[edit | edit source]

  • Frecuency: Rare.
  • Organization: Solitary.
  • Intelligence: 1 (Animal).
  • Treasure: Q.
  • No. Appearing: 1.
  • Armor Class: 2.
  • Movement: 0.
  • Hit Dice: 15.
  • THAC0: 5.
  • No. Attacks: 1.
  • Damage/Attack: 5-20 (5d4).
  • Special Attacks: Whirlwind.
  • Special Defenses: See below.
  • Magic Resistance: Nil.
  • Morale: Steady (11-12).
  • XP Value: 12.000 xp.

Habitat/Society[edit | edit source]

The Silt Vortex is a solitary creature. It lives only to eat. Anything that passes in range is a target.

Ecology[edit | edit source]

The Silt Vortex inhabits only the Sea of Silt. It is active only during the day, seeming to prefer the heat of the sun. At night, it rests.

The Sand Vortex is thought to live for about 60 years, at which time it splits into two smaller vortexes. They are nearly as dangerous as their parent.

There are rumors of a huge Sand Vortex, over 100 feet across, near the center of the Sea of Silt.

2nd Edition[edit | edit source]

At night it recovers PSPs.

These smaller vortexes begin with 7 Hit Dice, gaining one Hit Die every 2 years until they reach full growth. They have all the psionic powers of their parent.

Combat[edit | edit source]

The Sand Vortex attacks with a special psionic power, whirlwind. It lies in wait, using its life detection power until a creature walks or flies overhead. Then a sudden whirlwind engulfs the unfortunate creature, sucking him down into range for the vortex to attack. Of course it also raises a huge cloud of silt with a 200 feet radius.

A wading Giant has a chance to notice that he has stepped on a pancake-shaped beast instead of the rock floor.

Once the Sand Vortex has sucked in a victim, that being is vulnerable to an attack by the center maw. Few indeed are the Giants that have escaped once they have stepped onto a Sand Vortex. The vortex is nearly mindless and continues to try to entrap its prey.

If a victim is inside the Sand Vortex, but hasn't been, or can't be, swallowed, he may try to attack.

Should a vengeful Giant or adventurer try to sneak in from the side, the vortex is not helpless. In addition to the silt in the air, the Sand Vortex's life detection power means that it usually knows exactly where a foe is. It won't react to someone attacking from the side, but should such a being begin to hurt the vortex, the Sand Vortex attempts to defend itself. It uses telekinesis to throw clouds of silt at anyone on the sides. If this fails, the Sand Vortex merely levitates into the air and drifts with the wind to an area where it can feed undisturbed.

2nd Edition[edit | edit source]

The victim is allowed a saving throw versus breath weapons to avoid being sucked in. The saving throw is modified by a -4 penalty if the victim was on the ground. Creatures larger than Athasian Giants (Athasian Rocs, Cloud Rays, etc.) are allowed a + 4 bonus to the save. A creature in the cloud may also be blinded (save vs. paralysis to avoid). Blinded creatures have only a 50% chance of flying out of the vortex, 75% for very large creature.

Wading creatures are allowed a surprise roll. If they are not surprised, and immediately retreat, they are not subject to the whirlwind effect, although they may still be affected by the Sand Vortex's other psionic powers. 

Man-sized creatures are swallowed whole on a successful attack. Larger creatures still take damage if hit. 

The spinning of the Sand Vortex, as well as the silt in the air, causes all attacks to be made at a penalty of -4. Blindness may cause another -4 penalty, so the intended victim is in serious trouble. 

In addition to the possibility for blindness, the silt causes 1 point of abrasion damage per round to exposed skin. 

At the same time, the vortex uses its project force to attempt to knock the victim into the silt.  A successful power check forces the intended victim to make a saving throw versus breath or be dumped on its back in the silt. 

Psionics Summary[edit | edit source]

2nd Edition[edit | edit source]

Level Dis/Sci/Dev Attack/Defense Score PSPs
3 2/3/4 --/M- 13 84
  • Psychokinesis — Sciences: telekinesis, whirlwind (Cost 15 PSP, Maitenance 5 PSP/round), project force; Devotions: control wind, levitate.
  • Telepathy — Devotions: mind blank, life detection, mind bar;

Sources[edit | edit source]

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