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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