Pictures Mangled by Me:
Any picture with this in its
caption means it is a collage I made using 19th
and early 20th
century illustrations. All these illustrations are public domain,
meaning I didn't rob anyone by using these pictures for my own gains.
A giant form,
gliding slowly forward with glacier surety. Human face, massive,
looming before a squat building anchored to a shell on its back. It's
body is slug-like, face's human skin transitioning to a mottled and
slime texture where it is joined to the body. The shell visible below
the building spirals in what few curves that can be seen. A confused
look on its face, it voices a hooting so deep that it is felt more
than heard. Movement from the structure on its shell, someone exits
the building...
Poor and gentle beasts they
were, before the start of the wars. This is an account of their
former existence, an excerpt I saved from flames lit by Agents of the
city. The mutilation of these poor souls is something Agents feel the
city should be unaware of. - Peculiar Author
Mart'Ni, Eru (6M
– 243). Traveling Shepherds: The Beliefs and Practices of Traveling
Pastoral Clergy. Infinite City: Noismer Publishing House. Pg. 83
Any work concerning
the Pastoral Clergy and their travels must also include an accounting
of how these travels were made possible.
The Pastoral Clergy tends to contain more women than men. Art By: Sergius Hrudy |
Pastoral Clergy are
capable of engaging in their transient lifestyle due to the
relationship each cleric forms with a Keong. The Keong are a race of
titanic, and sapient, gastropods. While they possess cognitive
abilities that are inferior to humans, it is essential to understand
that these beings are people.
The Keong reside in
temperate plains of Rarebit within the Fa Lin peninsula, often called
the Fiend Peninsula due to transdimensional rifts commonly found in
the area. Their large nutritional needs mean that food scarcity is a
constant threat with little to no flexibility between population and
food levels.
Those of the
Pastoral faith provide a guaranteed source of nutrition in exchange
for carrying Pastoral temples on their backs. Their shells are gently
shaped using miracles granted to the clerics by their Shepard Saints.
The shells are shaped into tables to allow the temples to sit evenly
upon them.
A scene from the Rarebit Peninsula. Art By: Edmund Dulac |
Once attached, the
temples are blessed with a number of miracles that remove the Keong's
needs for food and water. Over the Keong's centuries long lifespan,
they form bonds of friendship and love with the clerics assigned to
the temples on their backs.
The Keong travel in
a fortnight long circuit that connects with a large number of
villages in a particular area. Once at a village a cleric will
preside over a number of services before leaving, only to return
fourteen days later. These travels persist until the cleric succumbs
to their own mortality, at which point the Keong engages in a lunar
month of mourning.
After the month, a
new cleric begins the bonding process with the Keong, and their
religious circuit begins anew.
Keong / Temple Snail
OSR
/ AD&D / LotFP
Activity Cycle:
Primarily Day
Alignment:
Neutral (they tend to be very docile unless provoked)
Intelligence:
Low-Moderate (They display an intelligence beneath humans but
above most animals)
Treasure:
Whatever can be found within the temple on its back.
AC: 21 / -1
Move: 20 ft
HD: 12 + 12
THAC0 / To-Hit:
8 / +12
# of Attacks:
1 (Headbutt OR Spit Acid)
Damage -
Headbutt:
2D10 + 6
Spit
Acid: 5D4+5
All Saves: 11
Size: 20
Long Wide and 40 feet Long. Temple usually 15 feet wide by 25 feet
long.
Special Attacks -
Spit Acid: A
Temple Snail can spit acid at an opponent within 60 feet (no range
increment). Those struck with the spit must make a save versus Poison
or take another 2D4+2 next round.
Special Abilities
-
Susceptible to
Salt: A handful of salt burns a
Temple Snail as if it were a flask of acid, causing 1d6 points of
damage per use.
Immune to Mind
Effects: The numerous blessings
on them and the temple ensure they can never be forced to do
anything, even by the clerics themselves.
Experience
Award: 4,000
Inhabitants: A
temple typically will have a single Cleric/Priest of level 1 to 3. On
rare occasions a novice cleric may travel with the master cleric for
purposes of training. This novice cleric will have a single
Cleric/Priest level at the most.
It is said that the skin of Pastoral Clerics possessed a radiance. Now they are no more. Art By: Odilon Redon |
Pathfinder
/ 3.X
CR 9
XP:
6,400
N Gargantuan vermin
Initiative:
-4
Senses:
Senses Dark Vision 60ft.; Perception +1
DEFENSE
AC:
22, touch 4, flat-footed 22; (–4 Dex, +20 natural, –4 size)
HP:
126 (12d8+72)
Fort +12, Ref +0,
Will +5
DR:
10/slashing or piercing Immune acid, mind-affecting effects
Weaknesses:
Susceptible to salt
OFFENSE
Speed:
20 ft.
Melee: Headbutt
+15 (4D8+12)
Ranged: Spit
acid +3 (8D4+8 acid). Must make a Fortitude save (DC 22) or take
another 4D4+4 acid damage next round.
Space:
20 ft.
Reach:
20 ft.
STATISTICS
Str 35, Dex 2, Con
22, Int 6, Wis 12, Cha 5
Base Attack:
+9
CMB:
+21
CMD:
25 (can't be tripped)
SPECIAL ABILITIES
Spit Acid (Ex): A
Temple Snail can spit acid at an opponent within 60 feet (no range
increment). With a successful ranged touch attack, the target takes
8D4+8 points of acid damage (no save). The target must make a
Fortitude save (DC 22) or take another 4D4+4 acid damage next round.
Susceptible to
Salt (Ex): A handful of salt burns a giant slug as if it were a
flask of acid, causing 1d6 points of damage per use.
The caretakers of the Temple Snails were replaced by soldier, their temples replaced by forts. Art By: Albert Robida |
Pits
and Perils
Attacks: 1
Level: 7
Move: 20'
Size: H
Side: N
Number: 1
Treasure: Type
II
Susceptible to
Salt: A handful of salt burns a
Temple Snail as if it were a flask of acid, causing 1 Hit of damage
per use.
Immune to Mind
Effects: The numerous blessings
on them and the temple ensure they can never be forced to do
anything, even by the clerics themselves.
Spit Acid (Ex): A
Temple Snail can spit acid at an opponent. This spit works like the
Bolt spell only that it does 1D4 hits of acid damage with the same
bonuses for level as the spell. The Temple Snail may only do this 3
times per day.
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