Morale +4
Treasure A+B
XP 215
A monster template can be quickly applied to an existing monster in
order to create variants and nasty surprises. Templates are an easy This formless mass of grey flesh incorporates a dozen or so eyes and
way to customize monsters. mouths of different sizes and types and roams the dungeons in
search prey. When lying in wait with eyes and mouths shut, the
monster can be taken for a heap of earthly materials.
Confusion – When any edible object or creature is sighted by the
A bestial monster is less civilized than its brethren and is driven by gibbering mouther, it begins an incoherent gibbering that causes
animal instincts and behavior. It looks more feral than others of its confusion (as the spell) in all creatures within a 20’ radius unless a
kind and is less sophisticated but more ferocious. This template can saving throw vs. spells is made. For each round that the monster is
be added to any living creature. Adjust the original monster’s heard, creatures within range must make another save. Once a save
statistics as follows: succeeds a creature is immune to that gibbering mothers confusion
ability for 24 hours.
Abilities + Infravision 60’
+ Scent (as detect invisibility)* Devour – A gibbering mouther attacks by extending and biting with 6
Movement +10’ mouths per round. Each mouth which hits will fasten on and drain an
Damage +2 damage to all attacks* additional 1 point of damage per round attached. When three or
Save As +1 level-increase more mouths are attached to a single victim, it must make a saving
Morale +1 throw vs. paralysis of slip and fall prone. If the victim falls prone, the
XP add 1 asterisk per new ability marked with an * gibbering mouther will flow over it with its next action and
automatically bite it with 12 more mouths (which will also attach).
Victims cannot move, concentrate or cast spells while in such a
position. A gibbering mouther that is attached cannot move,
Fiendish monsters are tainted by chaos, corruption, demonic although it can defend itself normally.
influences and pure evil. They have yellow eyes and smell of fire and
brimstone. Their very presence unsettles normal animals. This Fighting the Gibbering Mouther
template can be added to any living, non-lawful, creature. Adjust the A victim can try to free itself from attached mouths by making a
original monster’s statistics as follows: saving throw vs. paralysis at a -1 penalty per two mouths attached. A
victim can also wriggle free from under the monsters if it has flowed
over the victim by making a saving throw at -6. Attached mouths
Creature type Fantastic creature cannot be attacked separately, but if an attacker hits the gibbering
Abilities + Infravision 60’ mouther with a natural roll of 20, the attacks hits a mouth which is
+ Immunity to cold damage* then no longer attached.
+ Immunity to fire damage*
+Immunity to normal weapons*
+ Magic resistance equal to HD*
Alignment Chaotic Type Fantastic creature (large)
XP add 1 asterisk per new ability marked with an * % Lair 0
Dungeon Enc. 1
Wilderness Enc. 0
Alignment Neutral
Movement 10' (fly)
AC 9 (body) / 7 (eyestalks) / 2 (central eye)
Note: Only tactical combat movement (movement per round) is given HD 11*****
in a monster's description. Attacks 1 bite + special
Damage 2d8 + special
Save As Mage 11
Morale +4
Treasure L+N+O
Type Ooze (medium) XP 5.000
% Lair 95
Dungeon Enc. 1 This hideous monster looks like a large floating ball, about 4 to 5 feet
Wilderness Enc. 1 in diameter. It is covered with a tough, armor-plated skin. Atop the
Alignment Chaotic monster are ten small eyes on stalks, each with its own magical
Movement 10' / 20' (mud, sand) power. A large central eye is on the front, directly above a toothy
AC 9 maw. A sphere of many eyes moves my means of flight that cannot
HD 4+3* be dispelled. It is extremely intelligent (INT 16+) and speaks several
Attacks 6 bites + special languages. The monster can only be killed by destroying its body [hp:
Damage 1 + 1/round 50] – see "Fighting a Sphere of Many Eyes" below.
Save As Fighter 2
Version 1.1 by Chrisitan Selzam. This document is for free. Adventurer Conqueror King System ©Autarch and ACKS TM Autarch. Used without permission. No
challenge to copyrights or trademarks is intended.
There is a 5% chance, that a sphere of many eyes is accompanied by
1d6 young [Size: small; HD 1*****; Damage: 1d4 + special with range
th Type Fantastic creature (large)
of eye effect reduced to 1/10 ; Save As: Fighter 1; XP: 25].
% Lair 40
Dungeon Enc. 1d2
Central Eye – The monster's central eye projects an anti-magic cone
Wilderness Enc. 1d4
which temporarily turns off all magic within 60' in a 90 degrees arc in
Alignment Any
front of it. Permanent magic items brought into the area of effect are
Movement 60' / 120' (fly)
treated as if non-magical as long as they remain in the area, but will
AC 9
function again if they leave. Spells cast and spell-like abilities used
HD 12*****
within the area fail and have no effect (but still count towards a
Attacks 2 claws + 1 bite or 2 claws + roar
caster's daily casting limit). Spells and spell-like effects that are
Damage 3d6, 3d6, 3d8
brought into the area cease to function and their duration
Save As Fighter 24
immediately ends. Area effects cease functioning and their duration
Morale +2
ends if part of or all of their area is brought into the anti-magic area.
Treasure H+N
XP 5.700
A sphere of many eyes cannot aim its central eyes above or below its
body and has to turn to look into another direction, counting as its
A sphinx has a winged lion's body and a human face. It loves puzzles
movement for the round.
and trivia and characters may avoid combat by solving its (rather
difficult) riddles.
On its turn, the monster can open / close its central eye to turn on /
off the anti-magic effect. The eye then remains open / closed for the
A sphinx is highly intelligent and a capable caster of spells: females
remainder of the round. th
have the spellcasting abilities of a 12 level cleric, while males have
th
those of a 12 level mage. A sphinx's spells are so powerful, that all
The central eye can be destroyed [hp: 20]. A destroyed, but not a
saving throws against them have a -4 penalty.
damaged, central eye no longer projects the anti-magic cone.
A sphinx can use its terrifying roar instead of making a bite attack. It
Eyes Stalks – A sphere of many eyes can use all of its 10 eyestalks at
can use the roar three times per day. Every creature within 120' of a
the same time, but cannot use them on targets within the central
roaring sphinx must make a saving throw vs. spells of flee in fear at
eye's anti-magic cone (as with other magical effects, they do not
top speed for 1d6 turns. Every creature within 60' must save as above
function there), unless the central eye is closed and the cone turned
and must also make a saving throw vs. paralysis or be stunned for
off.
1d6 rounds. Every creature within 10' must make the saves
mentioned above and (without a third save being allowed) takes 6d6
Each eye stalk can shoot a ray up to 120' with a distinct spell-like
points of damage and is deafened.
effect once per round.
A sphinx is immune to all spells of level 1 to 3 and to non-magical
An eyestalk can be destroyed [hp: 12]. A destroyed, but not a
weapons.
damaged, eye stalk can no longer be used but will re-grow in 2d4
days. Variant spheres of many eyes may shoot different rays than
those listed on the following table.
Eye Stalks Type Fantastic creature (medium)
Eye # Effect % Lair 50
1 Charm person Dungeon Enc. 1d4
2 Charm monster Wilderness Enc. 1d4
3 Sleep Alignment Chaotic
4 Telekinesis Movement 40'
5 Flesh to stone AC 5 (unattached), 3 (attached)
6 Disintegrate HD 8***
7 Cause fear Attacks 4 tentacles + special or mind blast or weapon
8 Slow Damage Special
9 Cause serious wounds Save As Fighter 8
10 Death spell Morale +2
Treasure G+L
XP 2.100
Fighting the Sphere of Many Eyes
A character attacking a sphere of many eyes, makes an attack throw These highly intelligent, alien humanoids, have the body of a man
as normal. If this attack hits AC 9 the character hits the body. If the and the head of an octopus or squid. Brainsuckers have a purplish,
attack hits AC 8 or 7, the character hits an eye stalk (determine leathery skin and yellow eyes full of scheming evil. These monsters
randomly by rolling 1d10; if the eyestalk is already destroyed, the are not from this world and yet try to dominate it. To this end, they
attack is a miss). If the attack hits AC 2 to 6, the character hits the suck the brains of intelligent beings to absorb their experiences and
central eye. Alternatively, a character can declare what body part he knowledge, enabling them to better understand and plan.
tries to attack. Doing so, he makes an attack throw at -4 which must
score a hit on targeted body (for ACs see above). Tentacles
If a tentacle brainsucker hit with a tentacle, it attaches to the victim
and will reach the brain within 1d4 rounds on the monster's turn,
immediately killing the victim. To remove a tentacle, it must be dealt
damage – see "Fighting the Brainsucker" below. Destroyed, but not
damaged, tentacles can no longer be used but will re-grow in 2d4
days.
The monster may re-draw any number of attached tentacles as a free
action. While at least one tentacle is attached to a victim, the victim
cannot move, concentrate or cast spells and has a -1 penalty to AC
and all throws per tentacle attached.
Psionics
A brainsucker can use each of the following psionic powers as a level
8 mage: charm person, charm monster, confusion, ESP, fly, hold and
person. Psionic powers are treated as normal spells but do not use
somatic, verbal or material components. Psionic powers cannot be
learned, recorded in spellbooks or on scrolls.
Mind Blast
The tentacled brainsucker can project a mind blasé, a psionic attack.
All creatures within a cone, 60' long and 20' wide must make a saving
throw vs. paralysis or be paralyzed for 3d6 rounds.
Fighting the Tentacled Brainsucker
As long as the brainsucker has not attached any tentacles, it has AC 5.
If the monster has one or more tentacles attached to a victim, it has
AC 3 and both monster and victim must remain stationary and
cannot move.
A character can declare to attack an attached tentacle. Doing so, the
character has a -4 penalty to his attack throw and must score a hit on
the monster (AC 3). If a tentacle is damaged for at least 1 hp of
damage, it is immediately re-drawn (a free action). A tentacle can
also be crushed, maimed or severed and thus destroyed [hp: 12].