Tuesday, June 11, 2019

....SO BELOW Part One A: THE PSEUDOSAMARITANS



Pseudosamaritans are creatures that appear human-like but are actually strange beings of magical origin. There are 6 known types with each being very similar. One of these similarities being that they are not always “samaritans” (charitable helpers) rather their morality is shakily arbitrary.

Each pseudo-samaritan appears uniquely human making them hard to identify.

GREEN PSEUDOSMARITAN

 

FREQUENCY: Uncommon
NO. APPEARING: 1
ARMOR CLASS: 8
MOVE: 12”
HIT DICE: 1
% IN LAIR: 0%
TREASURE TYPE: J(x2),K, S
NO. OF ATTACKS: 1 (and 3 in bug mode)
DAMAGE/ATTACK: 1-6 (and 2-12/1-6/1-2 in bug mode)
SPECIAL ATTACKS: None
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Varies (See below)
SIZE: M
LEVEL/X.P. VALUE: I/10+1/hp

 






These pseudosamaritans usually pretend to be powerful but are not. They “wear” what appears to be green robes looking like those garments that are usually associated with clerics and magic-users and have large green hats. They carry a strange curved staff in their right hand that is actually a claw. When their alignment is not evil, they use it like a staff. When they openly attack the group that they are “helping” then they’re garments and human features are revealed to be part of a facade of a bipedal bug.

The green pseudo-samaritan’s alignment is temporal (time-based). Their alignment shifts over the course of the day and each difference is detectable by magic only at each time otherwise its as if the former/oncoming alignment doesn’t exist. During certain times, they will be helpful as long as they are one step away from any “good” alignment:

Midnight to 3AM – Neutral Evil – Harm and perhaps kill present associates.
3AM to 6AM – Lawful Evil – Trick and perhaps harm associates and their goals.
6AM to 9AM – Lawful Neutral – Helps if asked but will be logically stingy.
9AM to Noon – Lawful Good – Over the top help consulting everyone’s well being.
Noon to 3PM – Neutral Good – Helps in every way possible then asks to leave.
3PM to 6PM – Chaotic Good – Helps the outspoken or fringe members of a group first then duck out if they have a chance.
6PM to 9PM - Chaotic Neutral – Helps if demanded then it will be grudgingly and might just randomly walk off.
9PM to Midnight – Chaotic Evil – Robs associates blind and perhaps harm them to make an escape.


BLUE PSEUDOSAMARITAN

 



FREQUENCY: Uncommon
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: 12”
HIT DICE: 2
% IN LAIR: 0
TREASURE TYPE: J(x3),K(x2), S
NO. OF ATTACKS: 3
DAMAGE/ATTACK: By weapon or 2-8/2-8/2-12
SPECIAL ATTACKS: Paralyzation
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE:II/65+2/hp

 










The blue pseudosamaritan appears as a dweller of an arid climate swathed from head to toe with light blue voluminous robes and wrappings. Their facial countenance seems angry and somewhat sinister however they will be immediately helpful providing any and all assistance in the form of of defense, food, shelter and healing. They will be helpful three times then once that is over they become mean-spirited and cruel never helping again but lingering until the time is ripe by joining their foes’ side and attacking. Huge fangs emerge from behind their teeth and attack the nearest “friend”. Those bitten must save versus paralyzation.

 


RED PSEUDOSAMARITAN

 


FREQUENCY: Rare
NO. APPEARING: 1-2
ARMOR CLASS: 5
MOVE: 15”
HIT DICE: 3
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/2-24
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral evil
SIZE: M (7’+)
LEVEL/X.P. VALUE:III/145+3/hp

 







These creatures look like thin tall demi-humans with strange red clothing (its really their skin) and are helpful for one day. They will be mute using simple sign language to appear peaceful.

During this period, the red pseudosamaritan will point to wounds on anyone damaged that they encounter. They will produce magical bandages that will feel easing to the touch. These bandages will heal 1-8 damage per application. When they’ve helped all they they will quietly follow them.

Those that they’ve healed have been marked. The healing bandages are actually made from strips of congealed saliva which creates a “seasoning” that marbleizes the victim’s muscles. After 6 hours they must make a saving throw versus paralyzation or they will lose one STR point (or ½ of an exceptional STR rating). If confronted prior to 24 hours they will play dumb.

At the end of 24 hours, they will attack, revealing long six long insect legs under their robes and a massive maw. If they land two attacks on one opponent on a 20 and they will swallow them whole.



 

GREY PSEUDOSAMARITAN

 

 
FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 12”
HIT DICE: 4
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12 (Bite)
SPECIAL ATTACKS: Tongue (+4 to hit no damage pulls in next round)
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE:IV/150 + 4/hp

 








This monster appears as a full plate-armored warrior without a helm. On close inspection the “plate” seems to be made completely out of chain links like chainmail.

This is all a deception as the “head” of the grey pseudosamaritan is actually where a human’s torso would be. It animates its victim’s head speaking through it with a strange tongue-like organ. The neck of the “armor” is actually its mouth. It has two eyes one in the middle of its chest and another on the opposite side on its “back”. Both are well hidden under the carapace that looks like chain links.

The tongue will keep the head fresh for 12 hours then it starts to decay and turn blue.

They will hold human weapons for show but whenever fighting occurs they will duck out and say they had to hold back due to injuries. They will do this at least three times (3-6) before attacking with their tongue which is a damageless sticky attack. If victim is pulled to mouth then full damage (12).

 





YELLOW PSEUDOSAMARITAN


 
 

FREQUENCY: Very rare
NO. APPEARING: 2-8
ARMOR CLASS: 0
MOVE: 12”
HIT DICE: 5
% IN LAIR: 0
TREASURE TYPE: R
NO. OF ATTACKS: 1
DAMAGE/ATTACK: None or special
SPECIAL ATTACKS: Insect plague
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral evil
SIZE: M or 30’ radius swarm
LEVEL/X.P. VALUE:V/170 + 5/hp

 







This pseudosamaritan prefers others to do its dirty work. It appears as an old man with yellow robes of a mendicant.

It hands out illusory healing potions that feel like they did 3d8 healing. They steer parties towards large foes with deliberately bad tactical advice (“They fear fire.”, “Its an illusion just disbelieve.”, “They are just thieves in disguise.”, etc.).

When the battle appears to go badly for a party the yellow pseudosamaritan leaps in to help the enemies. It turns into a swarm of stinging insects similar to an insect plague spell except vision is 4” and damage is 2 points per round.

They never favor “dining partners” and will usually just quickly devour secondary gore (blood and what ever is laying around) and move on.

 


ULTRAVIOLET PSEUDOSAMARITAN


 

 
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0 (if attacked in the ethereal it is AC 6)
MOVE: 15”/21”
HIT DICE: 6
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon purple flaming sword 3-18 plus fire damage (1-6)
SPECIAL ATTACKS: Lightning ball (See below)
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: L (12 ft tall)
X.P. VALUE:VI/475 + 6/hp

 





The ultraviolet pseudosamaritan appears as an angelic being with mauve wings, a purple halo and a central violet glow.

They will aid parties in combat or so it seems.

They are temporarily non-corporeal and are not on the prime material plane. When in this state, they can become invisible to others besides their "allies" after concentrating for a turn.

They will feign participating in combats waiting until the party is weakened. Once satisfied that all combatants are sufficiently weakened they enter from the ethereal plane to the prime becoming corporeal attacking all (their “foes” as well).

They use a purple flaming long sword in combat. Also they have a weird bioelectrical “lightning ball” attack once every turn Treat as an underwater lightning bolt (2” diameter) doing 6D6 damage.

They are immune to prime material cast spells when in the ethereal state and vise versa.

They will drink the fallen’s blood like a leech and leave them completely exsanguinated and extremely pale.


No comments:

Post a Comment

Say whatever you want its no big deal. Thanks, Gene