Friday, April 24, 2015

Six Minor Boneless Nuisances from Wermspittle


Not every shuddering mound of loathsomeness and filth is necessarily a chthonic spawn or a the oily remains of some one's Vile Transformation. There are a host of minor amorphous creatures and feral blobs at loose in the environs of Wermspittle and as any Jelly Hunter or Blob-Wrangler can tell you, while some are fierce, dangerous things best left to the professionals, the more common types of Jellies tend to be little more than nuisances...if you know how to handle them...


  1. Blobulent. Festering, boneless blobs of flesh that bulge from between floorboards and sag down from holes in ceilings in search of easy prey, these flabby things extrude many mouths filled with soft, fleshy teeth that might fool a green beginner or someone unprepared for them, but the distinctive sucking noise they make gives them away to a seasoned wrangler...

    Blobulent [Minor Blob; AL N, MV 60' (20'), AC 48 [11], HD 1+, #AT 1, DG 1d4, SV F1, ML 6, Special: Immune to Sleep spells, but have no Save against Charm. The inner-flesh is dark bruise-purple and highly flammable, but can be used to distill a peculiar, noxious-smelling liquor rumored to make the imbiber able to operate for more than 72 hours without sleep. Blobulent hides can be worked into some very flexible, pliable armor and is worth a fair bit, if it is completely intact--once it has been punctured the stuff is no good to anyone.]

  2. Jiggler / Aspicarian. Translucent, wet blobs of jelly that slowly dribble down walls, windows and stairs. If you listen, you might hear them gibber softly to themselves ...

    Jiggler [Common Lesser Jelly; AL N, MV 30' (10'), AC 8[11], HD 1+, #AT 1, DG 1d6 (acid), SV F1, ML 8 (automatically flees from open flame), Special: Hide in Shadows 67%, but cannot move without making sloshing noises. All organic matter touched by this thing turns sickly yellow-green, but otherwise seems no worse for wear.]

  3. Gellid / Meat-Heap. Crude amalgamations of random chunks of rancid flesh held together by a thick, viscous mucillage-like substance. Cast off and rejected, these things slither about looking for dead things to incorporate into themselves...

    Gellid / Meat Heap [Common Composite Abdead Blob; AL N, MV 60' (20'), AC 9[10], HD 2+, #AT 1, DG 1d4+2, SV F2, ML 12 (fearless), Special: Can be Turned as a 4HD Undead. Each pound of dead flesh they absorb gives them an additional hit point, but the process takes 2d6 Turns (They are slow eaters and cannot assimilate bones, teeth or chitin). These things often wander mindlessly into a cellar and freeze solid over the winter only to thaw out again next spring. Street Urchins and others will often try to keep track of these things in order to harvest them right before they fully thaw out...but no one will say what they actually do with them, but it might have something to do with White Powder and necromantic alchemy... ]

  4. Offalinger. Piles of offal, blobs of fat, bits of tallow, marrow, and fractured bone-shards, all mingled and immersed within a thick, milky fluid that reeks of spoiled perfume and tainted vinegar...

    Offalinger [Common Composite Blob; AL N, MV 60' (20'), AC 9[10], HD 2+, #AT 2, DG 1d4, 1d4, SV F1, ML 12 (fearless), Special: These unsightly, unfriendly things lob gobs of curdled lard and rancid offal at anyone who disturbs them. They have a range of 10' (plus 1d4' per HD), and they are altogether too clever about using their fatty-residue to spread fires and to make surfaces slippery.]

  5. Ceiling Skimmer. Foragers know to look up every now and then. Those that survive. There are things that skitter and skim along the ceilings of old houses and other places. Nasty things that are just spoiling for a chance to lash out at the unwary...

    Ceiling Skimmer [Minor Amorphic Horror; AL N, MV 90' (30'), AC 7[12], HD 2, #AT 1, DG 1d4+1, SV F1, ML 12 (fearless), Special: Lurk overhead and wait for opportunity to attack with surprise (+4 to hit, plus double damage, as per a Thief's Backstab (see LL p. 12). If their big surprise attack fails to render the victim unconscious or dead, the Skimmer will flee and attempt to find another vantage point from which to hide and await another opportunity to ambush some unsuspecting forager or whatever.]

  6. Fleshpot. Sometimes that suspicious bulge behind a tapestry, or beneath an old rug is not something you want to disturb...

    Fleshpot [Common Lesser Jelly; AL N, MV 45' (15'), AC 9[10], HD 3+, #AT 1, DG 2d4, SV F2, ML 12 (fearless), Special: Touch temporarily liquifies flesh on a successful hit. If the creature is killed, anyone suffering the effects of its touch will find their flesh returning to normal consistency within 3d6 minutes...however, it will retain whatever shape it took on while liquified. A healer or surgeon can mold the flesh back into place with a skill check, otherwise repairing the damage might require surgery or spells. If captured live, these things can fetch a pretty price at the Medical School and from the more reputable healers...as well as among the less scrupulous Grafters or the Comprachicos, if one is foolish enough to attempt to deal with them...]


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