Add these to the list of troublesome resource-consuming creatures like rust monsters, oozes, and the like.
Tongue crab
Ornery crustaceans that come to about mid-thigh with a dull teal shell and big slimy purple tongue.
HD 2+1 AC 5 Att. +2 Pincer (1d4) x 2 or tongue (1d6 + special) Mv. 60’(20’) Save 14 ML 8 Xp 50 NA 2d8 (4d6)
- Anklegrabber: if a pincer attack hits for full damage, target is knocked prone.
- Tongue: Leaves fast-drying gluey slime on hit, subject gets a cumulative -1 to attacks and AC until PC spends a turn cleaning off. Stains terribly.
- Slime from their tongue can be harvested and used as an adhesive. Must be stored in an airtight container.
Festerling
Scrawny dingo-creatures with pale greenish fur and equally pale fishy eyes. The bloated sacs beneath their chins lets them breath a gas that rapidly decays organic matter, which they have a rabid appetite for.
HD 3 AC 6 Att. +2 bite (1d4+1) or rotting breath Mv. 120’(40’) Save 14 ML 7 Xp 50 NA 2d6 (3d8)
- Appetite: First priority will always be to rot and eat organic matter.
- Rotting breath: save vs. breath or take 1d6 damage. Destroys leather armor and held rations.
- Gas sac can be harvested; contains 1 attack-worth of rotting breath.
Rune-eater
Serpentine reptiles with iridescent scales and too many legs. Their head exists fully within the Weird—to mundane viewers, it appears their body terminates at the neck, above which is a shimmery nimbus through which the outline of a wedge-shaped lizard head is visible in certain light.
HD 4+1 AC 6 Att. +3 claw x 2 (1d6) and bite (2d4) Ml. 7 Mv. 150’(50’) NA 1d6 (2d12)
- Only harmed by mundane attacks.
- Target spellcasters. Attacks always disrupt spells, even if they miss. A successful bite attack against a foe with prepared spells causes them to lose a spell at random.
- Devours the dweomer within magic symbols and glyphs, depowering them.
- During the pursuit/evasion sequence, rune-eaters will be distracted by dropped spell books and scrolls.
- Their intestinal tract can be excised and unraveled to serve as a magic scroll with 1d4 random spells
Tar men
Bloated goopy bog bodies filled with pitch and tar. Drawn to flame like a moth; their hatred of the living is matched only by their desire to burn.
HD 2 AC 9 Att. +1 slam (1d4 on a 4 target is stuck and automatically damaged next round) Ml. 12 Mv. 60’(20’) NA 1d8 (3d6)
- Highly flammable. If damaged by fire, a tar man takes 2 damage every round and its attacks deal +2 damage.
- Can be damaged by mundane weapons but can only be killed by magic or fire.
- Weapons get stuck, requiring a full round of effort to dislodge.
- Immune to poison and mind control.