Bloop
No. Enc.: 2d6 (4d6)
Alignment: Neutral
Movement: 30' (120')
Armor Class: 6
Hit Dice: 2
Attacks: 1 (bite) or spell
Damage: 1d4 or by spell
Save: MU4
Morale: 6
Miniscule moistened miscreants, the Bloop are tiny, cold-blooded fish-things the size of gnomes who prefer to dwell in marshes and sluggish river channels. They usually only ever come onto the land to spawn, but when they do these little horrors are incredibly vicious and murderous.
Consummate memorizers of minutiae and trivia, the Bloop have no spoken language but they do make use of an elaborate written language that resembles geometrically-aligned clusters of overlapping scratches. They make no weapons or complicated tools, aside from using some bones or bits of shell for needles or pins and crafting simple utensils or containers from the husks of crayfish.
Bloop are notorious for poisoning wells, springs and their own lakes in order to drive off intruders or enemies and it is for this reason that many of their neighbors set traps for them or send out hunting parties to exterminate any Bloop that might be in the area.
Bloop advance as spell-casters, but require twice the usual XP to advance to the next level and their Saves are two levels higher than their level/hit dice. They cannot use weapons or any magic items other than enchanted gems, rings or jewelry. Bloop also have access to a number of special spells that they might be willing to pass on to another spell-caster who earns their respect...but one shudders to think just what sort of heinous atrocities that might entail.
It may be possible to contract with a Bloop to serve as a familiar, but aside from a few apochryphal scribblings in various disreputable journals the means for achieving this dubious aim remains a matter of the individual's ingenuity and creativity.
Spells and Secrets of the Bloop
The following spells have been verified as being known and available to the Bloop: Detect Air Pocket, Protection from Algae, Pervasive Dampness, Toxicity, Red Touch, Resist Lightning, Transfer Stinging Cells, Charm Craykind, Remove Charm, Still Current, Murksomeness, Churn Mud, Taint Waters, Fetid Mist, Clog Gills, Gill-Grant, Hasten Bloom, Sink, Saturate, Torrent, Glimmer, and Rigidity.
The popular comic strip 'Grinny Grimguts' has led numerous adepts to believe that the Bloop possess some means or method for improving a spell-caster's memorization abilities but most reputable spell casters consider this to be so much spurious nonsense promulgated by an irresponsible cartoonist.
The following spells have been verified as being known and available to the Bloop: Detect Air Pocket, Protection from Algae, Pervasive Dampness, Toxicity, Red Touch, Resist Lightning, Transfer Stinging Cells, Charm Craykind, Remove Charm, Still Current, Murksomeness, Churn Mud, Taint Waters, Fetid Mist, Clog Gills, Gill-Grant, Hasten Bloom, Sink, Saturate, Torrent, Glimmer, and Rigidity.
The popular comic strip 'Grinny Grimguts' has led numerous adepts to believe that the Bloop possess some means or method for improving a spell-caster's memorization abilities but most reputable spell casters consider this to be so much spurious nonsense promulgated by an irresponsible cartoonist.
Have you returned?
ReplyDeletePossibly...
DeleteWelcome back!
ReplyDeleteIt'll be a bit slow going for a bit yet. I'm still recovering from a fractured elbow. This post is only three years old. I finally had a chance to start going over the drafts that have accumulated. Some strange stuff in there.
DeleteYes, learning to heal is a big chore.
DeleteAnd strange is good.
Yes, learning to heal is a chore.
DeleteAnd strange is good.