Monster Monday: the Indigo Coagulate

I can't remember the last time I did a Monster Monday post, but I've been meaning to for quite some time. I think that Mondays are just one of those days that get buried beneath the weight of all the other shit I have to do and I forget to post about monsters. Well, that and Drink Spin Run records on Monday night, so I often spend all my screw around time during the day on podcast-related shizz.

But you came here for a monster, right? Here we go:

Wow, this time art is actually by
the author... 

Indigo Coagulate

% In Lair None
Dungeon Enc Pod (1-6)
Wilderness Enc Pod (1-6)
Alignment Neutral
Movement 60' (20')
Armor Class 5
Hit Dice 5
Attacks 1
Damage 1d6 pseudopod slam + paralysis
Save F5
Morale N/A
Treasure Type None
XP 350

The indigo coagulate resembles nothing so much as a roughly man-sized (six foot) pillar of deep blue jelly. The coagulate is wide at the base, nearly three feet, and tapers -- first sharply, then gradually -- to a diameter of ten to twelve inches at its crown. Indigo coagulate survive by digesting organic tissue and have developed a paralytic touch that assists them in this matter. Any creature struck by the indigo coagulate must save vs. paralysis or lose the use of one limb at random (see table below). Through some senses unknown to man, the indigo coagulate can detect the presence of living things (and this cannot be surprised), but is slow to react to their presence always acting last in any combat round. In addition to its paralytic touch, once per round, the indigo coagulate may emit a cloud of blue-tinted gas (30' diameter) that has the same property as its touch: any within the cloud must save vs. paralysis or lose the use of a random limb (however, a character can only be affected by this cloud once per combat encounter; multiple exposures do not require multiple saving throws once one saving throw has been failed).

Roll 1d12 to determine which body part is effected:

  1. Head - knocked unconscious for 1d4 turns.
  2. Right Arm - arm paralyzed, cannot be used in combat. (Thus, lose an attack or shield-based bonus to AC). 
  3. Left Arm - arm paralyzed, cannot be used in combat. 
  4. Right Foot - Movement rate reduced by 1/3. (If both feet are paralyzed, movement is reduced to crawling speed, often 1/6 of normal rate.) 
  5. Left Foot - Movement rate reduced by 1/3. (If both feet are paralyzed, movement is reduced to crawling speed, often 1/6 of normal rate.) 
  6. Right Leg - Movement rate reduced by 1/3 and gain a 2-point penalty to AC. (If both legs are paralyzed, movement is impossible.) 
  7. Left Leg - Movement rate reduced by 1/3 and gain a 2-point penalty to AC. (If both legs are paralyzed, movement is impossible.) 
  8. Stomach - Muscles in the digestive system immediately relax, the victim immediately soils himself. 
  9. Chest - Difficulty breathing, take 1d4 points of Constitution damage. 
  10. Right Hand - Drop whatever is being held, unable to hold anything.
  11. Left Hand - Drop whatever is being held, unable to hold anything.
  12. Full Body - Totally screwed. 


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