March 05, 2012

Doomsday Moths

Within Beldin Forest lurk all manner of terrible creatures. Living among trees as wide as a meeting hall, in the deepest parts of the forest where the thick branches cut out almost all light, fell beasts lurk in broken cities forgotten and unglimpsed for eons. Reigning above the ruin are the titanic Doomsday Moths, dwarfing all their kin with a wingspan measuring at least fifty feet wide. They wing majestically down black avenues between the vaults of trees, nearly silent, sometimes drifting near the surface to spear an unsuspecting creature with their spear-like proboscis, then reeling in the hapless thing to drain it of its vial fluids somewhere far above. Perhaps even more dangerously, the scales of the Doomsday Moth’s great wings are dangerously mind-effecting, the scintillating dust that follows in their wake in delicate crystalline streams causes paralysis, madness, and vividly horrific hallucinations. Some humanoids deeply affected by the dust are compelled to serve these titanic insects in weird religious fervor, leaving their homes days or weeks after exposure and joining others like themselves in mad throngs in the midnight glades that the moths’ call home. Rarely seen outside of Beldin, these creatures have no natural predators.

Doomsday Moth
No. Enc.: 1 (1d2)
Alignment: Neutral
Movement: 60’ (20’)
Fly: 120’ (40’)
Armor Class: -1 [20]
Hit Dice:  10
Attacks: 1 bite, 2 claw, or 1 dust
Damage: 1d8/1d6
Save: F10
Morale: 10
Hoard Class: XV
XP: 3,100

A Doomsday Moth may attack by shedding the loose scales from its wings once a day, characters within 30’ of the insect must pass a DC 17 Fort save (or versus Poison) or be paralyzed for 1d4 turns as their minds are blown by psychedelic eschatology. 1d20 days after exposure the character must pass an identical save or be compelled to journey to the nest of the Doomsday Moth that afflicted them, deep in Beldin Forest, where they join a commune of 1d4x10 doomsday zealots (treat as Brigands).

Image by ~theblackdragon

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