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<blockquote data-quote="Faolyn" data-source="post: 8801731" data-attributes="member: 6915329"><p>You know, I thought I was done for the time being with monsters that have lots of statblocks to them… (This is my fault; the original monster was just a single statblock; I’m the one who expanded it.)</p><p></p><p>Spelljammer! Whether you love it, hate it, or are simply confused by it, you have to admit it’s one heck of a setting with a lot of very unusual monsters in it. This Dragon’s Bestiary is effectively a preview of the upcoming Spelljammer Monstrous Compendium appendix. Apparently three more Spelljammer monsters were also published in Polyhedron. I’m ashamed to admit it, but I’ve <em>never </em>read Polyhedron. I don’t think my old FLGS even carried it. But a search for a list of D&D monsters in that mag brings up an old thread here on <a href="https://www.enworld.org/threads/polyhedron-monster-index.73020/" target="_blank">EN World</a> that indicates that the monsters are the Venusian, Martian, and Moon Man. So, uh. I might not be missing much. They were <em>not </em>in the Spelljammer MCA.</p><p></p><p>Anyhoo, here’s the <strong>andeloid</strong>, a fun and rather horrific <em>thing </em>that assimilates new creatures and develops a composite personality based on all the creatures its eaten. This is obviously terrifying—while it’s color isn’t described, I can see it as a gray goo that consumes people instead of… everything, and that can function just as well in a dungeon or a mad wizard’s lair as it does in space. The andeloid can even become an apocalypse monster, since it doesn’t <em>stop </em>growing. It’s listed as having anywhere from 2-24 Hit Dice (it’s spawned with 2 HD and gains one per month until maturity) <em>plus</em> the sum of the hosts’ HD. I don’t know if that means that if it eats a 3 HD creature, it gains 3 hp or 3 more HD, but in either case, it was hella tough. For comparison, a great wyrm gold dragon in 2e had 23 HD.</p><p></p><p>On the other hand, the description includes the following sentence: “A composite of several intelligent beings acts as if governed by a committee,” which, if taken to an extreme, can lead to the type of goofiness for which Spelljammer is well-known. “We will need to take a vote as to whether or not we will eat you. Please be patient; our docket is quite full today.”</p><p></p><p>The Habitat/Society section of the monster specifies that since they are driven by their dominant personalities, they can be either good or evil. But because they people don’t accept them because they’re creepy gray goo, they have to resort to being monsters instead of “benign, helpful colonies.” How often was something like this ever written in AD&D? That the horrifying, people-assimilating slime-monster may in fact not be innately evil but was driven to it through xenophobia? It happened, but it’s darn rare.</p><p></p><p>Neither the original write-ups nor my version go into detail as to what happens if a spellcaster is absorbed into the andeloid. It’s possible they simply lose their ability to cast spells. But all the spellcasters in 2e had to prepare their spells and playable races didn’t have any innate spellcasting. Level Up has plenty of heritages, cultures, and classes that have innate magic or known spells that don’t have to be prepared. So maybe some andeloids can cast spells now? And maybe with so many active minds in one body, it can cast multiple spells each turn.</p><p></p><p>[ATTACH=full]264149[/ATTACH]</p><p><span style="font-size: 15px">Art by Tom Baxa</span></p><p></p><p><span style="font-size: 22px"><strong><span style="color: rgb(65, 168, 95)">Andeloid</span></strong></span></p><p>The Dragon’s Bestiary, Dragon Magazine 159</p><p>Created by Harold Johnson</p><p></p><p>Andeloids are hated and feared by most creatures because they not only devour people, but incorporate their mind and body into its own, forming a gestalt consciousness. These oozes look likes lumps of cloudy gray gelatin. The creatures it has consumed can be seen under the andeloid’s translucent skin, twitching and jerking, constantly pushing at the membrane and slowly dissolving away. Occasionally a body part—a claw, an arm, an eyestalk, a head—will break out for a moment or three before being sucked back in.</p><p></p><p><strong><em>Composite Beings.</em></strong> The andeloid contains the minds of creatures they consume, which jumble together in a mess of personalities, each of which has a varying degree of sanity and force of will and all changed to meet the andeloid’s directives of <em>survive and grow and reproduce</em>. The personalities decide, as if by committee, what action the andeloid will take; when a new creature is devoured, the personalities also decide if the creature will become part of the composite or if it will be devoured for sustenance. An andeloid that goes for too long without eating begins to cannibalize itself, eventually losing its ability to think altogether.</p><p></p><p>Typically, an individual personality will remain intact for a few weeks or months; the constant influx of new minds makes the andeloid’s mind a chaotic mess that frequently changes direction and purpose. A few very powerful personalities manage to hang around for far longer—years or even longer. They become powerful forces, domineering the other personalities within it, for good or for ill. In these cases, the other minds are still aware and active, but take all direction from the dominant mind.</p><p></p><p><strong><em>Effectively Immortal.</em></strong> Andeloids are have a definite lifespan, although its length is unknown—few people try to study them. But they are also, in a way, immortal. Andeloids reproduce by ejecting spores, and the spores contain a fraction of the parent’s thoughts, knowledge, memories, and personalities, requiring only the absorption of new minds to be able to make sense of them. It’s possible for an andeloid to have memories that date back centuries or even millennia.</p><p></p><p><strong><em>Solipsistic.</em></strong> Andeloids recognize the spores they create as fragments of themselves, but strangely do not recognize other adults as kin, and seem almost as horrified by them as most other creatures are of andeloids. Should two andeloids meet, they usually try to avoid each other out of disgust. Depending on the nature of their dominant personality, they may flee or fight, or even try to rescue the creatures absorbed within the other. On very rare occasions, this may result in the two andeloids merging into one, creating a Unity—a very powerful individual.</p><p></p><p><strong><em>Mutant Mouthers?</em></strong> Some people believe that andeloids are an offshoot of the gibbering mouther, one that managed to keep its victim’s minds as well as their eyes and mouthers. Others think it’s the other way around, that andeloid spores that fail to mature properly become gibbering mouthers. Perhaps both or correct—or perhaps neither are, and there are simply two very similar horrors in existence.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With an Arcana check, the characters can learn the following:</p><p></p><p><strong>DC 15.</strong> Andeloids are horrific, ooze-like entities that consume intelligent beings but keep them alive within itself, incorporating their minds and personalities into its own.</p><p></p><p><strong>DC 20.</strong> The many bodies that comprise an andeloid are only kept intact and “alive” by the andeloid’s strange biochemistry. Magic that alters that chemistry—that is, healing spells—weakens the andeloid.</p><p></p><p><strong><span style="font-size: 18px">Andeloid Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> Astral Plane, caverns, forest, jungle, laboratory, mountains, ruin, sewer, tomb</p><p></p><p><strong>CR 3-4</strong> neophyte andeloid</p><p></p><p><strong>CR 5-10 </strong>andeloid</p><p></p><p><strong>CR 11-16</strong> andeloid and swarm of spores; andeloid and gibbering mouther</p><p><strong><em>Treasure:</em></strong> set of gold buttons (250 gp), liquid-damaged tome with information that leads to the discovery of a rare 3rd-level spell, <em>necklace of fireballs</em></p><p></p><p><strong>CR 17-22</strong> andeloid and 2 swarms of spores; unity andeloid</p><p><strong><em>Treasure: </em></strong>corroded greatsword with gem-studded hilt (2,500 gp if fixed), diamond ring (6,000 gp), <em>osseous plate</em></p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1-2. A trail of gray slime.</p><p>3. A partially-dissolved body part, covered in gray slime, that was spat out by the andeloid.</p><p>4. A corpse where the head seems to have been dissolved away.</p><p>5. The sound of multiple gurgling voices talking at once.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1. Hungry; will attack on site.</p><p>2. Interested in adding a new mind to its collective; will attack on site.</p><p>3. Engaging in a spirited discussion with itself; welcomes outside point of views.</p><p>4. Hiding from angry attackers.</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Andeloid</span></span></strong></p><p><strong>Large aberration</strong></p><p>Challenge 10 (5,900 XP)</p><p><strong>AC</strong> 10 (natural armor)</p><p><strong>HP</strong> 168 (16d10+80; bloodied 84)</p><p><strong>Speed</strong> 15 ft., climb 15 ft.</p><p></p><p><strong>STR</strong> 19 (+4) <strong>DEX</strong> 7 (-2) <strong>CON</strong> 20 (+5)</p><p><strong>INT</strong> 7 (-2) <strong>WIS</strong> 9 (-1) <strong>CHA</strong> 14 (+2)</p><p></p><p><strong>Proficiency</strong> +4</p><p><strong>Maneuver DC</strong> 16</p><p><strong>Saving Throws</strong> Str +8, Dex +2, Con +9, Cha +6</p><p><strong>Skills</strong> Athletics +8, Culture +2, History +2, Perception +3 (+1d6)</p><p><strong>Damage Resistances</strong> fire, necrotic, psychic</p><p><strong>Damage Immunities</strong> acid, cold, poison; damage from nonmagical weapons</p><p><strong>Condition Immunities</strong> blinded, deafened, fatigue, poisoned, prone, unconscious</p><p><strong>Senses</strong> blindsight 60 ft., blind beyond this radius, passive Perception 16</p><p><strong>Languages</strong> Common plus 1d6 others.</p><p><strong><em>Engulfing Body.</em></strong> A creature that enters the andeloid’s space is subjected to the saving throw and consequences of its Engulf attack.</p><p><strong><em>Knowledge of the Masses.</em></strong> The andeloid has advantage on Intelligence checks made to recall facts known to its component creatures. It can also attune to any magic item, regardless of the item’s heritage or class requirements. It must have at least four creatures in its gestalt mind to gain the benefit from this effect.</p><p><strong><em>Magic Resistance. </em></strong>The andeloid has advantage on saving throws against spells and other magical effects.</p><p><strong><em>Many-Faced. </em></strong>The andeloid has advantage on Perception checks and on saving throws against being frightened or being stunned, and it can’t be flanked. It must have at least four creatures in its gestalt mind to gain the benefit from this effect.</p><p><strong><em>Regeneration.</em></strong> The andeloid regains 20 hit points at the start of its turn. If the andeloid takes fire damage or is targeted by a spell from the Healing school, this trait doesn’t function at the start of its next turn. The andeloid dies only if it starts its turn with 0 hit points and doesn’t regenerate. Whenever an andeloid is reduced to 0 hit points, whether it dies or not, it releases 1d4 spores.</p><p><strong><em>Sticky.</em></strong> A creature, object, or weapon that touches the andeloid is stuck to the andeloid. A Medium or smaller creature is also stuck to the andeloid. A creature can use an action to make a DC 15 Strength check, freeing itself or an object or creature within reach on success. A grappled creature has disadvantage on this roll. The effect also ends when the andeloid chooses to end it or when the andeloid dies.</p><p><strong><em>Spider Climb.</em></strong> The andeloid can use its climb speed even on difficult surfaces and upside down on ceilings.</p><p><strong><em>Too Many Thoughts. </em></strong>A creature that attempts to magically or psionically read the andeloid’s mind or communicate with it telepathically must make a DC 13 Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save or half as much on a successful one.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The andeloid makes three slam attacks.</p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit: </em>11 (2d6+4) bludgeoning damage plus 5 (2d4) poison damage, and the target is subjected to the andeloid’s Sticky trait.</p><p><strong><em>Engulf. </em></strong>The andeloid targets a Medium or smaller creature that is currently subjected to the andeloid’s Sticky trait and forces it to make a DC 16 Strength saving throw. On a failure, the creature is engulfed by the andeloid, and can’t breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the andeloid’s turns. When the andeloid moves, the engulfed creature moves with it. The andeloid can hold up to 8 Medium creatures in it.</p><p> An engulfed creature can attempt to escape by using an action to make a DC 16 Strength check. On a success, the creature moves to a space within 5 feet of the andeloid. A creature within 5 feet can take the same action to free an engulfed creature, but takes 14 (4d6) acid damage in the process.</p><p> If a creature dies because of that, then the andeloid chooses whether to digest it or incorporate it into its gestalt mind. If it chooses to incorporate the creature, the andeloid gains that creature’s mind, memories, and personality for a number of weeks equal to the total of the creature’s Intelligence, Wisdom, and Charisma modifiers plus its Proficiency Bonus, and the creature can’t be brought back from the dead by any spell other than a <em>true resurrection </em>or <em>wish</em>.</p><p> Only aberrations, beasts, dragons, giants, humanoids, and monstrosities can be incorporated.</p><p><strong><em>Horrifying Visage.</em></strong> Each creature within 60 feet of the andeloid that can see it must make a DC 14 Wisdom saving throw. The creature is rattled on a success and frightened on a failure for 1 minute, and may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to this andeloid’s Horrifying Visage for 24 hours.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Andeloids are methodical fighters who attack from ambush. They start out with Horrifying Visage, then try to Engulf a creature, at which point they move away to digest or incorporate their meal in peace while other opponents are still cowering in terror.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">Variant: Unity </span></span></strong></p><p>An andeloid that manages to contain enough minds and maintain the gestalt for a long enough period of time may grow into a Unity. Unities also occur on the very rare occasions when two adult andeloids merge. These andeloids are <em>much</em> larger and far smarter and more capable of rational thought than they used to be. Rumors tell of even more powerful andeloids that exist deep in space or on other planes of existence.</p><p></p><p>A Unity is an elite monster, equivalent to two CR 10 monsters (11,800). It is Huge and has 496 (32d10+160; bloodied 248) hit points. Its Intelligence is 10 (+0), Wisdom is 12 (+1), and Charisma is 16 (+3). It is proficient in Culture, History, Insight, and Persuasion. The andeloid has the following bonus actions, which it can only use while bloodied:</p><p></p><p><strong><em>Elite Recovery. </em></strong>The andeloid ends one negative effect currently affecting it. It can use this action as long as it has at least 1 hit point, even while incapacitated.</p><p><strong><em>Lunging Attack. </em></strong>The andeloid moves up to its speed without provoking opportunity attacks and makes a slam attack.</p><p><strong><em>Reactive. </em></strong>The andeloid can take a reaction on each creature’s turns.</p><p><strong><em>Too Horrifying For Words. </em></strong>A creature within 60 feet makes a saving throw against Horrifying Visage, even if it has already saved within the past 24 hours.</p><p></p><p>The Unity also gains the following reaction:</p><p></p><p><strong><em>Create Spore. </em></strong>When the andeloid takes damage, it releases a spore.</p><p></p><p>*</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px">Andeloid Spore</span></span></strong></p><p>Resembling a small sphere of quivering, multicolored wax, spores can survive indefinitely without food or air by going into a dormant state. The application of fire or extreme heat is all that’s needed to bring it out of its dormancy. A spore can’t absorb creatures the way that its “parent” can. Instead, it kills creatures, then absorbs their brains, not their whole bodies. This jump-starts their ability to absorb minds, and it eventually, it gains the ability to incorporate intelligent beings into its mind, and it becomes a fully-fledged andeloid.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Andeloid Spore</span></span></strong></p><p><strong>Tiny aberration</strong></p><p>Challenge 1/2 (100 XP)</p><p><strong>AC</strong> 11</p><p><strong>HP</strong> 22 (4d4+12)</p><p><strong>Speed</strong> 30 ft., climb 30 ft.</p><p></p><p><strong>STR</strong> 11 (+0) <strong>DEX</strong> 13 (+1) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 3 (-4) <strong>WIS</strong> 9 (-1) <strong>CHA</strong> 5 (-3)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 11</p><p><strong>Saving Throws</strong> Dex +3</p><p><strong>Skills</strong> Stealth +3</p><p><strong>Damage Resistances</strong> necrotic, psychic</p><p><strong>Damage Immunities</strong> acid, fire, cold, poison; damage from nonmagical weapons</p><p><strong>Condition Immunities</strong> blinded, charmed, deafened, fatigue, frightened, poisoned, prone, unconscious</p><p><strong>Senses</strong> blindsight 60 ft., blind beyond this radius.</p><p><strong>Languages</strong> —</p><p><strong><em>Dormancy. </em></strong>The spore can survive indefinitely without air or sustenance, but it is unconscious during this time. If it is touched by fire, the dormancy ends.</p><p><strong><em>Jumper. </em></strong>The spore can jump up to 10 feet horizontally and 5 feet vertically without a running start.</p><p><strong><em>Magic Resistance. </em></strong>The spore has advantage on saving throws against spells and other magical effects.</p><p><strong><em>Regeneration.</em></strong> The spore regains 5 hit points at the start of its turn. If the spore takes fire damage or is targeted by a spell from the Healing school, this trait doesn’t function at the start of its next turn. The spore dies only if it starts its turn with 0 hit points and doesn’t regenerate.</p><p><strong><em>Spider Climb.</em></strong> The spore can use its climb speed even on difficult surfaces and upside down on ceilings.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit: </em>3 (1d4+1) bludgeoning damage plus 2 (1d4) acid damage, and the creature takes 2 (1d4) ongoing acid damage until it uses its action to wipe the acid away.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Swarm of Andeloid Spores</span></span></strong></p><p><strong>Medium swarm of Tiny aberrations</strong></p><p>Challenge 5 (1,800 XP)</p><p><strong>AC</strong> 11</p><p><strong>HP</strong> 90 (12d8+36; bloodied 45)</p><p><strong>Speed</strong> 30 ft., climb 30 ft.</p><p></p><p><strong>STR</strong> 11 (+0) <strong>DEX</strong> 13 (+1) <strong>CON</strong> 16 (+3)</p><p><strong>INT</strong> 3 (-4) <strong>WIS</strong> 9 (-1) <strong>CHA</strong> 5 (-3)</p><p></p><p><strong>Proficiency</strong> +3</p><p><strong>Maneuver DC</strong> 11</p><p><strong>Saving Throws</strong> Dex +3</p><p><strong>Skills</strong> Stealth +3</p><p><strong>Damage Resistances</strong> necrotic, psychic</p><p><strong>Damage Immunities</strong> acid, fire, cold, poison; damage from nonmagical weapons</p><p><strong>Condition Immunities</strong> blinded, charmed, deafened, fatigue, frightened, poisoned, prone, restrained, stunned, unconscious</p><p><strong>Senses</strong> blindsight 60 ft., blind beyond this radius.</p><p><strong>Languages</strong> —</p><p><strong><em>Jumper. </em></strong>The swarm can jump up to 10 feet horizontally and 5 feet vertically without a running start.</p><p><strong><em>Magic Resistance. </em></strong>The spore has advantage on saving throws against spells and other magical effects.</p><p><strong><em>Spider Climb.</em></strong> The spore can use its climb speed even on difficult surfaces and upside down on ceilings.</p><p><strong><em>Swarm.</em></strong> The swarm can occupy another creature’s space and can move through any opening large enough for a Tiny creature. It can’t gain HP or temporary hit points.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit: </em>3 (1d4+1) bludgeoning damage plus 15 (6d4) acid damage, and the creature takes 10 (4d4) ongoing acid damage until it uses its action to wipe the acid away, or 6 (3d4) acid damage and 5 (2d4) ongoing acid damage if the swarm is bloodied.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 18px">Variant: Neophyte Andeloid</span></span></strong></p><p>When a spore matures into a young andeloid, it becomes bigger and more capable, but it lacks the combined knowledge of an adult andeloid.</p><p></p><p>A neophyte andeloid is CR 3 (750 XP), is either Small or Medium, and has 55 (10d4+30; bloodied 27) hit points. Its Intelligence is 5 (-3), its speed is 20 ft., climb 20 ft., and it loses the Jumper trait. It gains the andeloid’s Engulfing Body and Sticky traits, and gains the following actions:</p><p></p><p><strong><em>Slam. </em></strong><em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit: </em>6 (2d4+1) bludgeoning damage plus 2 (1d4) poison damage, and the target is subjected to the andeloid’s Sticky trait.</p><p><strong><em>Engulf. </em></strong>The andeloid targets a creature at least one size smaller than it that is currently subjected to the andeloid’s Sticky trait and forces it to make a DC 11 Strength saving throw. On a failure, the creature is engulfed by the andeloid, and can’t breathe, is restrained, and takes 10 (3d6) acid damage at the start of each of the andeloid’s turns. When the andeloid moves, the engulfed creature moves with it. The andeloid can hold as many creatures as can fit in its space without squeezing.</p><p> An engulfed creature can attempt to escape by using an action to make a DC 11 Strength check. On a success, the creature moves to a space within 5 feet of the andeloid. A creature within 5 feet can take the same action to free an engulfed creature, but takes 7 (2d6) acid damage in the process.</p><p> If a creature dies because of that, then the andeloid chooses whether to digest it or incorporate it into its gestalt mind. If it chooses to incorporate the creature, the andeloid gains that creature’s mind, memories, and personality for a number of weeks equal to the total of the creature’s Intelligence, Wisdom, and Charisma modifiers plus its Proficiency Bonus, and the creature can’t be brought back from the dead by any spell other than a <em>true resurrection </em>or <em>wish</em>.</p><p> Only aberrations, beasts, dragons, giants, humanoids, and monstrosities can be incorporated.</p><p><strong><em>Horrifying Visage.</em></strong> Each creature within 60 feet of the andeloid that can see it must make a DC 13 Wisdom saving throw. The creature is rattled on a success and frightened on a failure for 1 minute, and may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to this andeloid’s Horrifying Visage for 24 hours.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8801731, member: 6915329"] You know, I thought I was done for the time being with monsters that have lots of statblocks to them… (This is my fault; the original monster was just a single statblock; I’m the one who expanded it.) Spelljammer! Whether you love it, hate it, or are simply confused by it, you have to admit it’s one heck of a setting with a lot of very unusual monsters in it. This Dragon’s Bestiary is effectively a preview of the upcoming Spelljammer Monstrous Compendium appendix. Apparently three more Spelljammer monsters were also published in Polyhedron. I’m ashamed to admit it, but I’ve [I]never [/I]read Polyhedron. I don’t think my old FLGS even carried it. But a search for a list of D&D monsters in that mag brings up an old thread here on [URL='https://www.enworld.org/threads/polyhedron-monster-index.73020/']EN World[/URL] that indicates that the monsters are the Venusian, Martian, and Moon Man. So, uh. I might not be missing much. They were [I]not [/I]in the Spelljammer MCA. Anyhoo, here’s the [B]andeloid[/B], a fun and rather horrific [I]thing [/I]that assimilates new creatures and develops a composite personality based on all the creatures its eaten. This is obviously terrifying—while it’s color isn’t described, I can see it as a gray goo that consumes people instead of… everything, and that can function just as well in a dungeon or a mad wizard’s lair as it does in space. The andeloid can even become an apocalypse monster, since it doesn’t [I]stop [/I]growing. It’s listed as having anywhere from 2-24 Hit Dice (it’s spawned with 2 HD and gains one per month until maturity) [I]plus[/I] the sum of the hosts’ HD. I don’t know if that means that if it eats a 3 HD creature, it gains 3 hp or 3 more HD, but in either case, it was hella tough. For comparison, a great wyrm gold dragon in 2e had 23 HD. On the other hand, the description includes the following sentence: “A composite of several intelligent beings acts as if governed by a committee,” which, if taken to an extreme, can lead to the type of goofiness for which Spelljammer is well-known. “We will need to take a vote as to whether or not we will eat you. Please be patient; our docket is quite full today.” The Habitat/Society section of the monster specifies that since they are driven by their dominant personalities, they can be either good or evil. But because they people don’t accept them because they’re creepy gray goo, they have to resort to being monsters instead of “benign, helpful colonies.” How often was something like this ever written in AD&D? That the horrifying, people-assimilating slime-monster may in fact not be innately evil but was driven to it through xenophobia? It happened, but it’s darn rare. Neither the original write-ups nor my version go into detail as to what happens if a spellcaster is absorbed into the andeloid. It’s possible they simply lose their ability to cast spells. But all the spellcasters in 2e had to prepare their spells and playable races didn’t have any innate spellcasting. Level Up has plenty of heritages, cultures, and classes that have innate magic or known spells that don’t have to be prepared. So maybe some andeloids can cast spells now? And maybe with so many active minds in one body, it can cast multiple spells each turn. [ATTACH type="full" alt="1665957438931.png"]264149[/ATTACH] [SIZE=4]Art by Tom Baxa[/SIZE] [SIZE=6][B][COLOR=rgb(65, 168, 95)]Andeloid[/COLOR][/B][/SIZE] The Dragon’s Bestiary, Dragon Magazine 159 Created by Harold Johnson Andeloids are hated and feared by most creatures because they not only devour people, but incorporate their mind and body into its own, forming a gestalt consciousness. These oozes look likes lumps of cloudy gray gelatin. The creatures it has consumed can be seen under the andeloid’s translucent skin, twitching and jerking, constantly pushing at the membrane and slowly dissolving away. Occasionally a body part—a claw, an arm, an eyestalk, a head—will break out for a moment or three before being sucked back in. [B][I]Composite Beings.[/I][/B] The andeloid contains the minds of creatures they consume, which jumble together in a mess of personalities, each of which has a varying degree of sanity and force of will and all changed to meet the andeloid’s directives of [I]survive and grow and reproduce[/I]. The personalities decide, as if by committee, what action the andeloid will take; when a new creature is devoured, the personalities also decide if the creature will become part of the composite or if it will be devoured for sustenance. An andeloid that goes for too long without eating begins to cannibalize itself, eventually losing its ability to think altogether. Typically, an individual personality will remain intact for a few weeks or months; the constant influx of new minds makes the andeloid’s mind a chaotic mess that frequently changes direction and purpose. A few very powerful personalities manage to hang around for far longer—years or even longer. They become powerful forces, domineering the other personalities within it, for good or for ill. In these cases, the other minds are still aware and active, but take all direction from the dominant mind. [B][I]Effectively Immortal.[/I][/B] Andeloids are have a definite lifespan, although its length is unknown—few people try to study them. But they are also, in a way, immortal. Andeloids reproduce by ejecting spores, and the spores contain a fraction of the parent’s thoughts, knowledge, memories, and personalities, requiring only the absorption of new minds to be able to make sense of them. It’s possible for an andeloid to have memories that date back centuries or even millennia. [B][I]Solipsistic.[/I][/B] Andeloids recognize the spores they create as fragments of themselves, but strangely do not recognize other adults as kin, and seem almost as horrified by them as most other creatures are of andeloids. Should two andeloids meet, they usually try to avoid each other out of disgust. Depending on the nature of their dominant personality, they may flee or fight, or even try to rescue the creatures absorbed within the other. On very rare occasions, this may result in the two andeloids merging into one, creating a Unity—a very powerful individual. [B][I]Mutant Mouthers?[/I][/B] Some people believe that andeloids are an offshoot of the gibbering mouther, one that managed to keep its victim’s minds as well as their eyes and mouthers. Others think it’s the other way around, that andeloid spores that fail to mature properly become gibbering mouthers. Perhaps both or correct—or perhaps neither are, and there are simply two very similar horrors in existence. [B][SIZE=5]Legends and Lore[/SIZE][/B] With an Arcana check, the characters can learn the following: [B]DC 15.[/B] Andeloids are horrific, ooze-like entities that consume intelligent beings but keep them alive within itself, incorporating their minds and personalities into its own. [B]DC 20.[/B] The many bodies that comprise an andeloid are only kept intact and “alive” by the andeloid’s strange biochemistry. Magic that alters that chemistry—that is, healing spells—weakens the andeloid. [B][SIZE=5]Andeloid Encounters[/SIZE] [I]Terrain:[/I][/B] Astral Plane, caverns, forest, jungle, laboratory, mountains, ruin, sewer, tomb [B]CR 3-4[/B] neophyte andeloid [B]CR 5-10 [/B]andeloid [B]CR 11-16[/B] andeloid and swarm of spores; andeloid and gibbering mouther [B][I]Treasure:[/I][/B] set of gold buttons (250 gp), liquid-damaged tome with information that leads to the discovery of a rare 3rd-level spell, [I]necklace of fireballs[/I] [B]CR 17-22[/B] andeloid and 2 swarms of spores; unity andeloid [B][I]Treasure: [/I][/B]corroded greatsword with gem-studded hilt (2,500 gp if fixed), diamond ring (6,000 gp), [I]osseous plate[/I] [B][SIZE=5]Signs[/SIZE][/B] 1-2. A trail of gray slime. 3. A partially-dissolved body part, covered in gray slime, that was spat out by the andeloid. 4. A corpse where the head seems to have been dissolved away. 5. The sound of multiple gurgling voices talking at once. [B][SIZE=5]Behavior[/SIZE][/B] 1. Hungry; will attack on site. 2. Interested in adding a new mind to its collective; will attack on site. 3. Engaging in a spirited discussion with itself; welcomes outside point of views. 4. Hiding from angry attackers. [B][SIZE=7][COLOR=rgb(65, 168, 95)]Andeloid[/COLOR][/SIZE] Large aberration[/B] Challenge 10 (5,900 XP) [B]AC[/B] 10 (natural armor) [B]HP[/B] 168 (16d10+80; bloodied 84) [B]Speed[/B] 15 ft., climb 15 ft. [B]STR[/B] 19 (+4) [B]DEX[/B] 7 (-2) [B]CON[/B] 20 (+5) [B]INT[/B] 7 (-2) [B]WIS[/B] 9 (-1) [B]CHA[/B] 14 (+2) [B]Proficiency[/B] +4 [B]Maneuver DC[/B] 16 [B]Saving Throws[/B] Str +8, Dex +2, Con +9, Cha +6 [B]Skills[/B] Athletics +8, Culture +2, History +2, Perception +3 (+1d6) [B]Damage Resistances[/B] fire, necrotic, psychic [B]Damage Immunities[/B] acid, cold, poison; damage from nonmagical weapons [B]Condition Immunities[/B] blinded, deafened, fatigue, poisoned, prone, unconscious [B]Senses[/B] blindsight 60 ft., blind beyond this radius, passive Perception 16 [B]Languages[/B] Common plus 1d6 others. [B][I]Engulfing Body.[/I][/B] A creature that enters the andeloid’s space is subjected to the saving throw and consequences of its Engulf attack. [B][I]Knowledge of the Masses.[/I][/B] The andeloid has advantage on Intelligence checks made to recall facts known to its component creatures. It can also attune to any magic item, regardless of the item’s heritage or class requirements. It must have at least four creatures in its gestalt mind to gain the benefit from this effect. [B][I]Magic Resistance. [/I][/B]The andeloid has advantage on saving throws against spells and other magical effects. [B][I]Many-Faced. [/I][/B]The andeloid has advantage on Perception checks and on saving throws against being frightened or being stunned, and it can’t be flanked. It must have at least four creatures in its gestalt mind to gain the benefit from this effect. [B][I]Regeneration.[/I][/B] The andeloid regains 20 hit points at the start of its turn. If the andeloid takes fire damage or is targeted by a spell from the Healing school, this trait doesn’t function at the start of its next turn. The andeloid dies only if it starts its turn with 0 hit points and doesn’t regenerate. Whenever an andeloid is reduced to 0 hit points, whether it dies or not, it releases 1d4 spores. [B][I]Sticky.[/I][/B] A creature, object, or weapon that touches the andeloid is stuck to the andeloid. A Medium or smaller creature is also stuck to the andeloid. A creature can use an action to make a DC 15 Strength check, freeing itself or an object or creature within reach on success. A grappled creature has disadvantage on this roll. The effect also ends when the andeloid chooses to end it or when the andeloid dies. [B][I]Spider Climb.[/I][/B] The andeloid can use its climb speed even on difficult surfaces and upside down on ceilings. [B][I]Too Many Thoughts. [/I][/B]A creature that attempts to magically or psionically read the andeloid’s mind or communicate with it telepathically must make a DC 13 Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save or half as much on a successful one. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The andeloid makes three slam attacks. [B][I]Slam. [/I][/B][I]Melee Weapon Attack:[/I] +8 to hit, reach 5 ft., one target. [I]Hit: [/I]11 (2d6+4) bludgeoning damage plus 5 (2d4) poison damage, and the target is subjected to the andeloid’s Sticky trait. [B][I]Engulf. [/I][/B]The andeloid targets a Medium or smaller creature that is currently subjected to the andeloid’s Sticky trait and forces it to make a DC 16 Strength saving throw. On a failure, the creature is engulfed by the andeloid, and can’t breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the andeloid’s turns. When the andeloid moves, the engulfed creature moves with it. The andeloid can hold up to 8 Medium creatures in it. An engulfed creature can attempt to escape by using an action to make a DC 16 Strength check. On a success, the creature moves to a space within 5 feet of the andeloid. A creature within 5 feet can take the same action to free an engulfed creature, but takes 14 (4d6) acid damage in the process. If a creature dies because of that, then the andeloid chooses whether to digest it or incorporate it into its gestalt mind. If it chooses to incorporate the creature, the andeloid gains that creature’s mind, memories, and personality for a number of weeks equal to the total of the creature’s Intelligence, Wisdom, and Charisma modifiers plus its Proficiency Bonus, and the creature can’t be brought back from the dead by any spell other than a [I]true resurrection [/I]or [I]wish[/I]. Only aberrations, beasts, dragons, giants, humanoids, and monstrosities can be incorporated. [B][I]Horrifying Visage.[/I][/B] Each creature within 60 feet of the andeloid that can see it must make a DC 14 Wisdom saving throw. The creature is rattled on a success and frightened on a failure for 1 minute, and may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to this andeloid’s Horrifying Visage for 24 hours. [B][SIZE=5]Combat[/SIZE][/B] Andeloids are methodical fighters who attack from ambush. They start out with Horrifying Visage, then try to Engulf a creature, at which point they move away to digest or incorporate their meal in peace while other opponents are still cowering in terror. [B][COLOR=rgb(65, 168, 95)][SIZE=5]Variant: Unity [/SIZE][/COLOR][/B] An andeloid that manages to contain enough minds and maintain the gestalt for a long enough period of time may grow into a Unity. Unities also occur on the very rare occasions when two adult andeloids merge. These andeloids are [I]much[/I] larger and far smarter and more capable of rational thought than they used to be. Rumors tell of even more powerful andeloids that exist deep in space or on other planes of existence. A Unity is an elite monster, equivalent to two CR 10 monsters (11,800). It is Huge and has 496 (32d10+160; bloodied 248) hit points. Its Intelligence is 10 (+0), Wisdom is 12 (+1), and Charisma is 16 (+3). It is proficient in Culture, History, Insight, and Persuasion. The andeloid has the following bonus actions, which it can only use while bloodied: [B][I]Elite Recovery. [/I][/B]The andeloid ends one negative effect currently affecting it. It can use this action as long as it has at least 1 hit point, even while incapacitated. [B][I]Lunging Attack. [/I][/B]The andeloid moves up to its speed without provoking opportunity attacks and makes a slam attack. [B][I]Reactive. [/I][/B]The andeloid can take a reaction on each creature’s turns. [B][I]Too Horrifying For Words. [/I][/B]A creature within 60 feet makes a saving throw against Horrifying Visage, even if it has already saved within the past 24 hours. The Unity also gains the following reaction: [B][I]Create Spore. [/I][/B]When the andeloid takes damage, it releases a spore. * [B][COLOR=rgb(65, 168, 95)][SIZE=6]Andeloid Spore[/SIZE][/COLOR][/B] Resembling a small sphere of quivering, multicolored wax, spores can survive indefinitely without food or air by going into a dormant state. The application of fire or extreme heat is all that’s needed to bring it out of its dormancy. A spore can’t absorb creatures the way that its “parent” can. Instead, it kills creatures, then absorbs their brains, not their whole bodies. This jump-starts their ability to absorb minds, and it eventually, it gains the ability to incorporate intelligent beings into its mind, and it becomes a fully-fledged andeloid. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Andeloid Spore[/SIZE][/COLOR] Tiny aberration[/B] Challenge 1/2 (100 XP) [B]AC[/B] 11 [B]HP[/B] 22 (4d4+12) [B]Speed[/B] 30 ft., climb 30 ft. [B]STR[/B] 11 (+0) [B]DEX[/B] 13 (+1) [B]CON[/B] 16 (+3) [B]INT[/B] 3 (-4) [B]WIS[/B] 9 (-1) [B]CHA[/B] 5 (-3) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 11 [B]Saving Throws[/B] Dex +3 [B]Skills[/B] Stealth +3 [B]Damage Resistances[/B] necrotic, psychic [B]Damage Immunities[/B] acid, fire, cold, poison; damage from nonmagical weapons [B]Condition Immunities[/B] blinded, charmed, deafened, fatigue, frightened, poisoned, prone, unconscious [B]Senses[/B] blindsight 60 ft., blind beyond this radius. [B]Languages[/B] — [B][I]Dormancy. [/I][/B]The spore can survive indefinitely without air or sustenance, but it is unconscious during this time. If it is touched by fire, the dormancy ends. [B][I]Jumper. [/I][/B]The spore can jump up to 10 feet horizontally and 5 feet vertically without a running start. [B][I]Magic Resistance. [/I][/B]The spore has advantage on saving throws against spells and other magical effects. [B][I]Regeneration.[/I][/B] The spore regains 5 hit points at the start of its turn. If the spore takes fire damage or is targeted by a spell from the Healing school, this trait doesn’t function at the start of its next turn. The spore dies only if it starts its turn with 0 hit points and doesn’t regenerate. [B][I]Spider Climb.[/I][/B] The spore can use its climb speed even on difficult surfaces and upside down on ceilings. [B][U]Actions[/U] [I]Slam. [/I][/B][I]Melee Weapon Attack:[/I] +3 to hit, reach 5 ft., one target. [I]Hit: [/I]3 (1d4+1) bludgeoning damage plus 2 (1d4) acid damage, and the creature takes 2 (1d4) ongoing acid damage until it uses its action to wipe the acid away. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Swarm of Andeloid Spores[/SIZE][/COLOR] Medium swarm of Tiny aberrations[/B] Challenge 5 (1,800 XP) [B]AC[/B] 11 [B]HP[/B] 90 (12d8+36; bloodied 45) [B]Speed[/B] 30 ft., climb 30 ft. [B]STR[/B] 11 (+0) [B]DEX[/B] 13 (+1) [B]CON[/B] 16 (+3) [B]INT[/B] 3 (-4) [B]WIS[/B] 9 (-1) [B]CHA[/B] 5 (-3) [B]Proficiency[/B] +3 [B]Maneuver DC[/B] 11 [B]Saving Throws[/B] Dex +3 [B]Skills[/B] Stealth +3 [B]Damage Resistances[/B] necrotic, psychic [B]Damage Immunities[/B] acid, fire, cold, poison; damage from nonmagical weapons [B]Condition Immunities[/B] blinded, charmed, deafened, fatigue, frightened, poisoned, prone, restrained, stunned, unconscious [B]Senses[/B] blindsight 60 ft., blind beyond this radius. [B]Languages[/B] — [B][I]Jumper. [/I][/B]The swarm can jump up to 10 feet horizontally and 5 feet vertically without a running start. [B][I]Magic Resistance. [/I][/B]The spore has advantage on saving throws against spells and other magical effects. [B][I]Spider Climb.[/I][/B] The spore can use its climb speed even on difficult surfaces and upside down on ceilings. [B][I]Swarm.[/I][/B] The swarm can occupy another creature’s space and can move through any opening large enough for a Tiny creature. It can’t gain HP or temporary hit points. [B][U]Actions[/U] [I]Slam. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit: [/I]3 (1d4+1) bludgeoning damage plus 15 (6d4) acid damage, and the creature takes 10 (4d4) ongoing acid damage until it uses its action to wipe the acid away, or 6 (3d4) acid damage and 5 (2d4) ongoing acid damage if the swarm is bloodied. [B][COLOR=rgb(65, 168, 95)][SIZE=5]Variant: Neophyte Andeloid[/SIZE][/COLOR][/B] When a spore matures into a young andeloid, it becomes bigger and more capable, but it lacks the combined knowledge of an adult andeloid. A neophyte andeloid is CR 3 (750 XP), is either Small or Medium, and has 55 (10d4+30; bloodied 27) hit points. Its Intelligence is 5 (-3), its speed is 20 ft., climb 20 ft., and it loses the Jumper trait. It gains the andeloid’s Engulfing Body and Sticky traits, and gains the following actions: [B][I]Slam. [/I][/B][I]Melee Weapon Attack:[/I] +3 to hit, reach 5 ft., one target. [I]Hit: [/I]6 (2d4+1) bludgeoning damage plus 2 (1d4) poison damage, and the target is subjected to the andeloid’s Sticky trait. [B][I]Engulf. [/I][/B]The andeloid targets a creature at least one size smaller than it that is currently subjected to the andeloid’s Sticky trait and forces it to make a DC 11 Strength saving throw. On a failure, the creature is engulfed by the andeloid, and can’t breathe, is restrained, and takes 10 (3d6) acid damage at the start of each of the andeloid’s turns. When the andeloid moves, the engulfed creature moves with it. The andeloid can hold as many creatures as can fit in its space without squeezing. An engulfed creature can attempt to escape by using an action to make a DC 11 Strength check. On a success, the creature moves to a space within 5 feet of the andeloid. A creature within 5 feet can take the same action to free an engulfed creature, but takes 7 (2d6) acid damage in the process. If a creature dies because of that, then the andeloid chooses whether to digest it or incorporate it into its gestalt mind. If it chooses to incorporate the creature, the andeloid gains that creature’s mind, memories, and personality for a number of weeks equal to the total of the creature’s Intelligence, Wisdom, and Charisma modifiers plus its Proficiency Bonus, and the creature can’t be brought back from the dead by any spell other than a [I]true resurrection [/I]or [I]wish[/I]. Only aberrations, beasts, dragons, giants, humanoids, and monstrosities can be incorporated. [B][I]Horrifying Visage.[/I][/B] Each creature within 60 feet of the andeloid that can see it must make a DC 13 Wisdom saving throw. The creature is rattled on a success and frightened on a failure for 1 minute, and may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to this andeloid’s Horrifying Visage for 24 hours. [/QUOTE]
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