Tag Archives: Earth Delta

Earth Delta Pathfinder

I haven’t posted an update for a while. It’s been a mix of the usual — family and other related tasks on weekends — and the unusual, namely, working on a long-form project instead of on an article series.

To wit:

A work very much in progress…

No promises, mind you. I’m an infamous procrastinator and starter of projects never finished. But I have 4300-odd words written (some of them very odd indeed…), and some of the design issues that kept me from starting, I’ve resolved.

Focusing, initially, on mutations, and how to best model the “winged grizzly bear with laser eyes” as a starting PC in a system where characters should be front-loaded and classes define most of the key mechanical abilities a character should have. I’m happy enough with the baseline system and balancing to be working on defining lots of mutations w/out fearing I’ll need to rewrite them all completely.

Also thinking about classes, in general. I don’t want magic to be core; if you want to add it, fine, and I might include “science and sorcery” as an option, but the central game is “science fantasy” in the older sense of the word, meaning “stuff that really doesn’t make a whole lot of logical sense but which draws on tropes and themes from science”.

So, we’ll see how it goes.

All The World’s Monsters, Volume 1 Part 4

All The World’s Monsters, Volume I

Part IV

That’s The Funny One With The Whales, Right?

No, This Is The One With The Killer Pinecone In It

Yes, Really

Welcome back, after a long absence, to what ought to be the last part of the first part of the walkthrough of All The World’s Monsters, Volume I. The penultimate part is here, and the antepenultimate part is here, and this useless spell checker doesn’t know that “antepenultimate” is a word. It totally is. It means “the sister of one of penultimate’s parents”. Duh.

Having just covered hybrid crabs/WW1 helmets, we move on to…

Random Horror: Insert 2016 Presidential election joke here.

An evolutionary step between the wandering monster table and the wandering damage table.

An evolutionary step between the wandering monster table and the wandering damage table.

Razortongue: A gorilla-sized koala bear with steel-hard fur. Yes, really.

Just like it says on the tin.

Just like it says on the tin.

The razortongue is one of the many creations of the prolific Clint Bigglestone, who was evidently part of the gaming circle of a certain George R. R. “Are You Finishing The Damn Series” Martin, as a character by the hardly-common name of “Clint Bigglestone” appears in one of Martin’s early stories.

Shaggy: A huge (man size, I guess, though it’s not specified precisely) tribble. Which secretes adhesive glue. And when it attaches itself to you, it sucks out life levels. Not to be confused with a monster-hunting stoner.

Shaggy Beast: A snake-headed bull with green fur. Said fur is full of stingers that will kill you in two turns if you fail a save. It can also breathe fire. Why not?

Shrew, Giant: Insert “mother in law” joke here.

Skull, Flying: The “poor man’s liche”, sometimes called the “Obamalich”, even though the program actually started under Bush. It looks “just like you would expect, a skull with wings”. I generally don’t expect winged skulls, but anyway. It can use spells, but there is a “spell level/8” chance it will be destroyed when it does. I’m going to interpret that as an “X in 8 chance”, that is, if it’s a 4th level spell, roll a D8, and if it’s 4 or less, the skull dies. Re-dies. Double secret dies.

Starling: Not a cute little bird. This starling is a giant mutant starfish, where each tentacle has a unique, deadly, power. Kind of like a beholder, except with tentacles instead of eye beams. It has seven tentacles, and their powers include constriction, petrification, cold damage, poison, and “squirting ink”. The “constricting” tentacle can extend for up to 100 feet, and this is getting way too hentai for me. Next!

Stormquill: Another of Mr. Bigglestone’s visionary creations, this is a “gorilla sized ankliosaurus(sic)”. It has 12 quills on the clublike end of the tail, which, when flung, transform into lightning bolts that attack as a heavy crossbow fired by a Champion. (You can tell the really old school stuff, from the first few years of D&D, by use of the “attacks as a (level name here)” trope.

Stun Cone: A giant killer pinecone. Look, I told you it was in here. Why did you not believe me? Why? Now look what you’ve done in your foolish ignorance and defiance!

See? Killer Pinecone. Not A Metaphor. Not An Exaggeration. Not A Dream, Hoax, Or Imaginary Story.

See? Killer Pinecone. Not A Metaphor. Not An Exaggeration. Not A Dream, Hoax, Or Imaginary Story.

Thundertread: Found in the deepest levels of dungeons, it is “hideous and virtually indescribable”. And… that’s its description.

DM: You encounter a thundertread! It’s hideous and indescribable!
Player: What does it look like?
DM: I just told you, it’s indescribable.
Player: But what do our characters see?
DM: Something they can’t describe.
Player: (Sighs) Does it have hit points?
DM: Yes.
Player: Then screw the flavor text, we can kill it.

Tiger, Blink Saber-Tooth: When a blink dog and a saber tooth tiger love each other very much…

Next time someone who wasn’t even born until after AD&D 2e came out whines that they hate D&D 3.x or Pathfinder because “all the stupid templates let them make up these weird hybrid monsters instead of sticking to the glorious, sacred purity of genuine creatures from myth and legend like in the Good Old Days”, show them the blink dog/sabre-tooth tiger crossover, then laugh at them. A lot. They need to be laughed at.

Tumble Tangle: A tumbleweed-like plant that often travels among them, until it finds food. It then attacks and attempts to entangle and devour the victim. Given that I created the very similar “tumblebleed” for Earth Delta, I’ve got no moral high ground here.

Unalhit: A six legged hairy octopus demon. Heh. “Hairy octopus”. Know what I mean, wink wink, nudge nudge, say no more?

Voltree: Comes in five colors; when danger threatens, all the voltrees spend time getting their asses.. erm… trunks handed to them for ten minutes before finally remembering that can combine to form an all-powerful robot tree that… no, wait. This is a weeping willow with silver leaves that can electrocute passers-by. Based on a story by Eric Frank Russel.

Vuun: A fifty-foot giant bat, with psychic powers. “Very rare”, with only one colony remaining in a network of caves in the walls of a volcanic crater. I’m not even going to ask how a creature with a 50 foot wingspan navigates inside the tunnels.

War Wheel: It’s a living creature shaped like a giant wheel that will… oh, just read it.

Man, If You Could Figure Out How To Put A Saddle On One Of These...

Man, If You Could Figure Out How To Put A Saddle On One Of These…

I can kind of imagine the in-world arguments over what to call it, akin to the debate over “soda” or “pop”. (Soda, you morons) or “Sub”, “Hero”, “Grinder”, etc. (Sub or Hero. Grinder? Please.)

Water Sucker: Someone who pays 3.99 for a bottle of “Pure Glacier Mountain Spring Organic GMO Free Water” that’s bottled in Spokane from the local pipes. Also, a kind of armadillo thing that drains water like a stirge drains blood.

Weasel, Giant: Insert 2016 Presidential election joke here, too.

Were-Hellhound: There is a 25% chance it can use magic in human form and one-third of the magic-using were-hellhounds will be Priests of Roofdrak. No, I do not know what a Priest of Roofdrak is. I mean, yeah, I can guess, it’s a priest, that worships Roofdrak. That’s helpful. Not. Also, it will only work with were-coldcats if it has a good reason to. No, “were-coldcat” is not in this book. Nor could I find “Cat, cold” or “Coldcat”. Old School!

Were, Anti: At first, I read this as “were, ant”, which makes as much sense as anything else, but, no… an “anti-were” is like a were wolf, bear, etc., except that it’s immune to silver and magic weapons but is harmed by normal iron ones. This is a fairly typical trope for the era. Back when “player skill, not feats and stats” mattered, “player skill” consisted of memorizing every rulebook one could find, and ignoring things like “but your character has never met a werewolf, how does it know what’s effective?” And so, there was an eternal arms race, and “trick monsters”, which looked like typical members of a species but had altered or reversed weaknesses, were one of the primary weapons in the arsenal.

Witch Tree: Which tree? That tree! That one, right there. The one that’s trying to kill you. Forests in a typical D&D world are not exactly safe havens. I suppose the number of giant, poisonous magical scorpion-tailed creatures that roam the woodlands makes sense if you consider that “the woodlands” are themselves highly predatory.

Worm, White: A hundred-foot long worm that dwells in polar climates. It will devour anything that is not fuzzy, because, and I swear I am not making this up, it is very ticklish on the inside.

X-Ray Beast

The Next Time Someone Tells You The Flumph Was The Most Ridiculous Monster Ever, You Just Show Them This

The Next Time Someone Tells You The Flumph Was The Most Ridiculous Monster Ever, You Just Show Them This

Yes, it’s a one-eyed hippo which shoots an x-ray beam that does 3d6 radiation damage and would give a +2 on Heal checks to detect cancer, if there had been skills back then. For some random reason, it’s immune to fire.

Zanth: Six legged wolf-komodo-lizard. That is the entirety of the descriptive text. A fittingly old-school ending for this entry in the series.

Acid Sands

Acid Sands

Yes, it’s actual content! A hazard for Earth Delta. (I told you it’s not dead, just pining for the fjords.)

Acid Sands

There are many places in Earth Delta where caustic chemical wastes and industrial metamaterials have combined to form pits of ultra-fine particles that in a corrosive suspension. These hazards often merge imperceptibly with the surrounding landscape, and are avoided by the local natives and wildlife (well, those who don’t avoid them tend to suffer the consequences…)

Acid Sands may be as small as a single square or cover an area 20 or more squares on a side. Large patches are rarely perfectly regular, and often have “solid” areas within them and/or wider and narrower regions.

A DC 22 Nature check or DC 30 Perception check is needed to identify a region of acid sands before someone has actually entered it; once tipped off to the existence of the hazard, the DCs to identify which squares within 5 squares of the observer are acidic drop to Nature 15, Perception 22.

Any non-flying creature entering acid sands is slowed and takes 2d6+5 acid damage. (See below for exceptions.)

Any creature starting their turn in acid sands takes 2d6+5 acid damage, and must make a DC 15 Athletics check as a free action or become immobilized. On the second turn of being immobilized, they become restrained. On the third turn, they are submerged in the acid, and begin to drown, but unless they have acid resistance, it’s likely the acid will kill them first. They can continue to make Athletics checks; once they succeed, they can move normally (albeit slowed) until they fail the check again (at which point, the cycle begins anew) or they leave the pit.

Anyone who can reach a trapped character (with a rope, branch, arm, etc) can try to pull them out as a standard action. The is a DC 15 Athletics check, or DC 22 if the trapped character is carrying more than a normal load. (This assumes the trapped creature is willing to grab the proffered branch, has a free limb to do so with, etc.) A creature who has sunk below the surface cannot be easily rescued in this manner. (They are considered to have total concealment, and vice-versa; DMs should consider the various mechanics and options which can negate such concealment and take them into account if players devise cunning plans, as they are wont to do.)

Characters who do not make ground contact (robots with hovering capacity, some types of mutants, etc.) can move freely across acid sands. Creatures who can walk on liquid, but who still make contact with it, take half damage but do not sink. Flying creatures suffer no particular penalties, unless they cannot hover, or are knocked into the sands while not flying, etc. If immobilized in the sands, they cannot fly out; if not immobilized, though, they are also not slowed, though they do take damage from the acid. (At the DMs discretion, creatures whose flight cannot be physically restrained, such as those who fly via telekinesis or anti-gravity, may be able to avoid being immobilized, or they may get a bonus on the Athletics check to break free.)

Any creature who takes more than 20 points of acid damage from the pits in an encounter has the bonus from their armor reduced by 2 (but not to less than 0) until an extended rest. Any creature taking more than 40 points of acid damage in an encounter has the bonus from their armor reduced by 2 until an Easy Technology check at the level of the armor is made during an extended rest.

The acid sands described above are a level 15 hazard. DMs can adjust the DCs and damage upwards or downwards as needed.

Design Notes: It occurs to me that a true Bastard DM could increase the damage by 1d6 after the character is restrained, and again after they’ve sunk into the pit, to reflect the greater exposure.

An interesting scenario using this hazard could be to place an artillery type monster (possibly an industrial robot which is immune to acid, or which is somehow supported above it, or on a rocky outcropping, or whatever) in the center of it, making it harder for the party’s melee types to close with it. This hazard also lends itself to any place with dangerous catwalks, or to mutant creatures or sapient beings with good forced-movement powers.

On a more meta-rules noted, this is a good example of what I consider to be the right balance of explicit rules and player creativity. (Well, obviously, if I considered it to be wrong, I’d just keep editing it…) To my mind, simply saying, “It’s acid quicksand.” and leaving the DM to decide what the effects might be puts too much burden on the DM to come up with rules on the fly and have them be consistent from week to week — nothing is worse[1] than having the laws of the universe change because the DM has a bad case of CRS. (“Can’t remember shit.”). On the other hand, it’s not possible to list every conceivable combination of abilities and situational modifiers. What I’ve tried to do is address the basic “physics” of the hazard (You get in it, you corrode and sink) and the most common and obvious questions and countermeasures (you can hover over it, you can fly over it, flying creatures who are forced into it will be gummed up, you can pull someone out, etc.). Now, it’s pretty likely any DM worthy of the screen could reach most of these conclusions on their own, but why make him do extra work when it’s the designer’s job to solve these problems for him? Even simple things like “OK, you want to pull him out… uhm… how hard should that be?” are things the DM should not need to waste time solving at the table. Given the data points provided, though, as well as gently nudging the DM towards what factors he should consider when making judgment calls (such as encumbrance level and whether you’re above/below the surface and visible to others), the amount of at-the-table work the DM needs to do ought to be minimized.

[1]Well, OK, being eaten alive from the inside by rabid weasels is probably worse. But it’s a close call.



More Earth Delta Critters

Slowly, painfully, Earth Delta inches towards the revised goal of being complete for levels 1-20, as I fill out the last of the level 16 monsters and plod on towards level 17! I will be honest — I’m not entirely happy with the Blightburn. It went through a whole lot of revisions and changes while sitting in the Monster Builder, and it still isn’t what I want it to be, even for a first pass. I’ve got a really clear mental image, but it’s hard to come up with the right mix of powers that are fun, playable, and fit the creature’s role. I mean, it doesn’t completely suck, or I wouldn’t be posting it at all, but I know it can be better.

One Of The Main Inspirations for Earth Delta

Part of it is the issue of role, one of the 4e hobgoblins of my little mind, in that I tend to think more in terms of “This is this, you know, thing, right, and it lives in this world, right, and so, it does this and this and the other, because, you know, that’s what this thing does.” The “role” it fills, if any, flows from its nature. 4e, however, inverts that: Nature flows from role. (It’s worth noting that the developers… including those who cheerleaded (cheerled?) “Role first!” in the run-up to 4e, have now done a perfect 180 for 5e, which I heartily applaud, but it would be nice if they explained how they came to recognize their sins and did a little Maoist self-criticism. Not going to happen, I know. Wait, where was I?) So I started with soldier, but the problem is that soldiers are best in groups, and while there are solo soldiers, most of what makes a soldier “soldier-y” is his ability to draw attacks and act as a defender, pointless in a solo. (“You’re marked, you get a -2 to attack anyone but him.” “You see anyone else on the battlefield?”) I then went with controller, but the power mix isn’t “gelling” properly. The easy out is brute — brutes are trivial to design as solos — but I have enough brutes and I wanted to get more variety. So, the Pyrefly Blightburn is still, pardon the pun, half-baked. The basic Pyrefly, I think, works well. I keep getting ideas to do a “Vampyrefly”, and the way in which Blight thematically damages healing surges certainly makes that plausible. The blightburn is halfway there, as it is, and maybe I need to shove it all the way there… or do the blightburn as an elite soldier, and the Vampyrefly as the solo controller, beginning fresh… hmmm…

Yes, I actually do just think and type what I’m thinking, word for word, literally.

In other news, I’ve also been working on my favorite on/off project, Stellar Warriors, which is back to being Pathfinder based. A little work on classes (mostly just changing flavor text) and weapons (two, two kinds of high-tech whips! Ah ha ha!), and, uhm, something else, don’t recall what. Bugger.

Anyway, the critters!


Possibly related distantly to the thermite, pyreflies are man-size or larger insects commonly found in areas with high background radiation. They strongly resemble giant wasps, but their abdomen is grossly distended and glows with a brilliant, slightly sickening, energy. They can channel this energy into narrow beams, or trigger eruptions of brilliant light. When badly wounded, they respond by igniting the region around them, hoping to incinerate their attackers.



Level 17 Artillery

Medium natural mutant beast (insect)

XP 1,600

HP 126; Bloodied 63AC 29; Fortitude 28; Reflex 30; Will 29

Speed 4, fly 10

Resist 10 fire; Vulnerability 10 cold

Initiative +15

Perception +12

O Glow • Aura 5
The pyrefly’s aura is a region of bright light. It produces dim light in a further 5 squares, for a total illuminated area of 10 squares (5 bright, 5 dim).
O Brilliant Radiance • Aura 1
Any non-blind creature within the pyrefly’s aura is considered to be blind unless they have appropriate countermeasures, such as Resist (Radiant), sunglasses, and so on.
Standard Actions
R Tailbolt (radiant, fire) • At-Will
Attack: 20; +23 vs. AC
Hit: 2d10 + 14 fire and radiant damage.
A Flare (fire, radiant) • Recharge 4 5 6
Attack: Area 3 (All creatures in blast); +21 vs. AC
Hit: 3d6 + 9 fire and radiant damage, and targets are blinded (save ends).
m Tail Smash (fire) • At-Will
Attack: +22 vs. AC
Hit: 2d8 + 12 fire damage.
C Immolation Burst (fire, radiant) • Encounter must be bloodied
Attack: Close Burst 3 (All creatures in burst); +21 vs. Reflex
Hit: 4d6 + 9 fire and radiant damage, and target is blinded (save ends) and takes ongoing 10 fire (save ends). In addition, the entire area of the attack becomes a zone which does 10 fire damage to any creature entering the zone or starting their turn there. This zone lasts until the end of the encounter.
Str 15 (+10) Dex 24 (+15) Wis 18 (+12)
Con 18 (+12) Int 2 (+4) Cha 21 (+13)
Alignment unaligned     Languages

This is a typical adult pyrefly. It will normally be encountered with others of its kind, or share a feeding area with creatures also comfortable in the radioactive zones. Pyreflies are primarily nectar-eaters, and have evolved to eat the highly radioactive nectar and saps of the plants that live in the same ruins they do; it is this mix of highly irradiated organic chemicals which give them their abilities. Creatures which are generally resistant to the pyrefly’s abilities often hunt or feed in the same areas, using the pyreflies as de facto bodyguards.

Common Mutations

Some pyreflies have wings which channel the same eerily glowing radioactive luminescence that fills their abdomen. When viewed through the crystalline exoskeleton that forms the wings themselves, the light takes on shimmering, rainbow hues which have a sort of psychic resonance with most organic life. Pyreflies will often use this ability when closely surrounded or threatened, giving them ample opportunity to retreat and blast their enemies, or just fly away unharmed.


C Hypnotic Wings (radiant, charm) • Encounter
Attack: Close Burst 5 (All non-blind enemies in area); +18 vs. Will
Hit: Creatures are Immobilized and Dazed (save ends both).

Pyrefly Blightburn

Pyrefly Blightburn

Level 16 Solo Controller

Huge natural mutant beast (blightspawn, insect)

XP 7,000

HP 628; Bloodied 314AC 30; Fortitude 29; Reflex 27; Will 28

Speed 6

Immune blight; Resist 10 fire; Vulnerability 10 cold

Saving Throws +5; Action Points 2

Initiative +10

Perception +12

Tremorsense 10

O Sickening Aura • Aura 3
Any non-blightspawn in the aura only regain half the normal hit points from any healing powers. In addition, this aura provides dim light.
Bleeding Blight
When the Pyrefly Blighburn is bloodied, it gains the Bleeding Blight power. See below.
Standard Actions
m Bite (blight, fire) • At-Will
Attack: Reach 2; +21 vs. AC
Hit: 3d8 + 11 blight and fire damage, and ongoing 10 blight and fire damage (save ends).
m Tail Slap (blight, fire) • At-Will
Attack: +21 vs. AC
Hit: 4d6 + 5 blight and fire damage, and the target is knocked prone.
M Pyrelash • At-Will
Effect: The pyrefly blightburn may make up to 3 melee basic attacks against any targets in range, dividing the attacks among legal targets as desired. If all 3 attacks miss, Blighted Burst immediately recharges.
C Blighted Burst (blight, fire) • Recharge
Attack: Close Burst 5 (All creatures in burst); +19 vs. Fortitude
Hit: 3d6 + 8 blight and fire damage, and ongoing 10 blight damage and weakened (save ends both).
Miss: Half damage, and creatures hits are weakened (save ends).
Minor Actions
Stunted Flight • At-Will
Effect: The Pyrefly Blightburn gains a Fly speed of 10 until the end of its next turn.
A Burning Blightspit (blight, fire, zone) • Recharge 4 5 6
Effect: Area Burst 1; This creates a zone of blighted, burning, terrain. Any creature entering the area, or starting their turn there, takes 10 blight and fire damage. Any creature which ends their turn there loses a healing surge. The zone lasts until the end of the encounter or until the pyrefly blightburn creates a different zone.
Blightfeeding (healing) • At-Will
Effect: (Any creature within 2 squares of the Pyrefly Blightburn that is taking ongoing blight damage.); The target creature stops taking damage, and the Pyrefly Blightburn heals 10 hit points.
Triggered Actions
Bleeding Blight (blight, fire) • At-Will
Trigger: The Pyrefly Blightburn takes damage from a melee attack.
Attack (Immediate Reaction): +19 vs. Reflex
Hit: 3d6 + 4 blight and fire damage. .
Str 24 (+15) Dex 15 (+10) Wis 18 (+12)
Con 21 (+13) Int 2 (+4) Cha 21 (+13)
Alignment unaligned     Languages

Pyrefly Blightburns are bloated, hideous creatures, resembling their smaller kin in general outline only. Normally landbound, with shriveled wings, they have a charred black-and-grey exoskeleton and sunken, hollow, pits for eyes. Their abdomen continues to throb with a strange, swirling, miasmic glow, and beneath their ashen flesh, there are occasional sparks of actinic energy. They exist without much purpose, wandering the blight-infused ruins, leaving radioactive fire and crumbling, dead, ground in their wake. When they sense life that is untainted by the blight, they attack with a mindless fury.



You Should Be Used To Names Like That By Now

Wow, 20 days or so since I last posted? Well, I’ve been replying to comments, I updated Grammar For Gamers, and I’ve been active on some of the 5e boards over at WOTC, telling them what they’re doing wrong. Also, exercising, which has started to take an hour a day away from important things like writing blog entries while eating an entire bag of bacon-wrapped Cheetos.

Anyway, this is a creature which has been in the back of my mind for a while, but I was, surprisingly, stuck on the name… I kept thinking “Porcuboar”, which is obviously not acceptable, and it both astounds and depresses me how long it took for the bleedingly obvious “boarcupine” to emerge.

While the kangaruins are intended to be straightforward creatures, the boarcupine is more complex, as it changes its fighting style and general function when it’s bloodied, going from a quill-tossing piece of artillery to a vicious brute.

The usual caveat: Fresh off the keyboard, not a lot of editing, yadda yadda yadda.


Boarcupine (Artillery/Brute)

Level 16 Elite Artillery/Brute

Large natural beast (mammal)

XP 2,800

HP 252; Bloodied 126

AC 28; Fortitude 29; Reflex 28; Will 27

Speed 6

Saving Throws +2; Action Points 1

Initiative +13

Perception +10, low-light vision

O Prickly Defense • Aura 1
Any creature entering the aura, or starting its turn there, takes 2d6+4 damage. If doubles are rolled on this damage, the creature also takes 5 ongoing damage, save ends. If the first save fails and the target is in the aura, increase to 10 ongoing damage.
Raging Boar
When the Boarcupine is bloodied, it gains 64 temporary hit points, and its AC and Reflex defenses drop by 2. It also changes its abilities in ways noted in each affected power. Once it has been bloodied, it becomes Berserk. It does not lose this condition until the end of the encounter, even if it is healed back above Bloodied.
Standard Actions
m Gore • At-Will
Attack: Reach 2; +21 vs. AC
Hit: 3d10 + 8 damage. If the Boarcupine is Berserk, the damage increases to 4d10+10.
a Quill Toss • At-Will
Requirements: The Boarcupine must not be Berserk.
Attack: Area Burst 2 within 15 (All creatures in burst.); +20 vs. Reflex
Hit: 4d6 + 4 damage, and creature is slowed (save ends). If hit again by this power when still slowed, the condition becomes immobilized (save ends). .
M Trample • At-Will
Requirements: Must be Berserk.
Attack: +21 vs. AC; +2 bonus to attack rolls and +6 bonus to damage against prone targets.
Hit: 2d12 + 10 damage, and target is knocked prone. .
All Out Attack • At-Will
Requirements: Must not be Berserk.
Effect: The Boarcupine makes a Gore attack and a Quill Toss attack. The Quill Toss does not provoke an OA from any creature targeted by the Gore.
C Quill Burst • Recharge 4 5 6; recharge 6 if Berserk
Attack: Close Burst 3 (All creatures in burst); +21 vs. Reflex
Hit: 4d6 + 4 damage, and creature is blinded until the start of the boarcupine’s next turn.
M Tramplegore • At-Will
Requirements: Must be Berserk.
Effect: The boarcupine makes a trample and gore attack, against the same or different targets. If both attacks hit, it may shift half its speed.
Triggered Actions
Bloodied Burst • Encounter
Trigger: The boarcupine is bloodied for the first time in an encounter.
Effect (Immediate Reaction): Quill Burst immediately recharges, and the boarcupine uses it. In addition, the boarcupine become Berserk.
Skills Endurance +20, Intimidate +15
Str 24 (+15) Dex 21 (+13) Wis 15 (+10)
Con 24 (+15) Int 2 (+4) Cha 15 (+10)
Alignment unaligned     Languages

Boarcupines are massive creatures, usually 8-10 feet high at the shoulder. Their general form is that of a greatly enlarged boar, except that they are covered with a dense tangle of jagged quills, and usually have 2-6 tusks that jut in every direction.

Boarcupines are almost never seen with their own kind, except during mating season, when they will gather in the dense, temperate forests that are their homes and engage in violent battles in order to win attention from the females. After mating, the females will leave and raise their offspring away from the violent and territorial males; boarcupines are weaned within 6 months. Some groups of bloodgers will stalk pregnant females and try to capture the young within a week or two of birth; this is the only way to even partially domesticate them.

There are a number of herb and fungus mixes which can mimic particular scents which the boarcupine responds to, such as a female in heat or a male marking its territority. Races which dwell in the forests often use these to control or guide boarcupines, so they may be encountered as guards. Sometimes, female boarcupines are teamed with other creatures, sapient or otherwise, that have been scent-masked to seem to be her young.

Boarcupine Mounts: Bloodgers, and members of the Beast Legion and the Annihilation Army, sometimes manage to make mounts out of these beasts. Such creatures gain the “Mount” keyword, and the following powers:

Difficult Mount
When the boarcupine is Berserk, any rider must make an Easy Athletics or Nature check, with the DC based on the boarcupine’s level, to remain mounted. This check is a free action made at the start of the rider’s turn.


Painful Spur • Encounter
Requirements: Must be mounted by a rider of 16th level or higher.
Effect: As a Standard Action, the rider forces the boarcupine to perform a Quill Burst attack, even if the power has not recharged. After this, the power cannot recharge (even by Bloodied Burst) until the boarcupine has had a short rest.

(Generally, it’s best for riders to save Painful Spur until the boarcupine has been bloodied; otherwise, they lose the bonus recharge from Bloodied Burst, and, besides, Recharge 6 might as well be recharge never when you’re past bloodied — the fight will most likely only go another 2-3 rounds.)



As a creative type, I am often asked “Where do you get your ideas?” (Well, by ‘often’, I mean, ‘Often when I’m in a generic interview being read the same questions they ask everyone who fills out the form’.) I am even more often asked “Man, do you know how bad your stuff sucks?”, but that’s another issue. Anyway, to answer the first question (the answer to the second question is, by the way, ‘All too well.’), just about darn near everywhere, and surprisingly, not from really good drugs, which I suspect would be most people’s guess. Where was I? Oh yes. Ideas.

A week or two ago, I was watching a documentary on the problem of kangaroos invading Australia’s suburbs. Yes, I know that sounds like a Sci-Fi (sorry, ‘SyFy’) channel “original movie”, or the leadup to some sort of joke, but it’s actually a fairly major issue, as you have multi-hundred pound kangaroos roaming people’s backyards, standing in front of cars like a deer… erm… a kangaroo caught in the headlights, etc. On a few occasions, they’ve even broken into people’s homes, and one such news story got media attention and headlines referred to “ninja kangaroos”. My mind immediately got to work, and produced these critters for Earth Delta, which are not in any way ninja kangaroos. (I do intend to create some more rules for Kangaroid PCs, though… how did I leave those out, anyway? Then you could be a ninja kangaroo, except you’d need to use the monk rules, or the rogue, or something.)

From a design perspective, I wanted to keep these basic — even at higher levels, you need bread-and-butter monsters who just do a few simple things. I also had to embody the most iconic aspect of kangaroos, which is, of course, hoppity hopping all over the place. The two breeds, the kicker and the leaper, are slight variants on each other, power-wise, and their various “knock prone” abilities synergize well. This is deliberate; kangaroo collectives are called “mobs”, and so these creatures are designed to be used in groups, so that as soon as one has knocked an enemy prone, the others can move in and attack, taking advantage of their extra damage.

The “common mutations” section was inspired in two different ways. First, I knew I wanted some kind of “freaky-ass tail” variant; my original idea was to add a thagomizer, but I decided a sting worked better (no reason a DM can’t change that, of course — Earth Delta is all about the mix-and-match). The other was based on some cool fossils of extinct, carnivorous, kangaroos. The mechanic is designed to reflect the idea of coarse, irregular, teeth ripping open gaping, bleeding, wounds, and the restriction for “bloodied targets only” is really more fluff than anything else, but it’s always nice to have a couple of surprises to pull out, to have monster abilities change, even a little, as the fight progresses.

Oh, yeah, the usual disclaimers apply — this is all “fresh off the manuscript”, barely edited, never mind playtested, yadda yadda yadda.


Kangaroos are group-oriented herbivores that have proven themselves to be quite effective survivors as suburban sprawl engulfed them. After the Cataclysm, they had to adapt to deal with all manner of new and changed predators. They’ve mutated less than many creatures, but have still become much more powerful and dangerous than they once were.

The most common type of mutant kangaroo is known, simply, as the kangaruin. There are several variants and subspecies, and a typical mob will hold individuals of several types, all of which can interbreed freely. Kangaruins strongly resemble slightly larger, slightly rougher and more scraggly versions of their ancestors, with one interesting exception — their arms have shriveled to near-useless stubs.

Kangaruin Leaper

Kangaruin Leaper

Level 16 Skirmisher

Medium natural beast

XP 1,400

HP 154; Bloodied 77

AC 29; Fortitude 28; Reflex 30; Will 27

Speed 6, Jump 6

Initiative +17

Perception +12

Low-Light Vision

Kangaruins can clear obstacles up to 3 squares high as part of their move action if they jump.
Hop On Top
The kangaruin leaper does +2d6 damage against prone targets.
Tie Me Kangaroo Down
The kangaruin leaper has a +2 bonus on saves to end any immobilized, slowed, or restrained condition.
Standard Actions
m Kickback • At-Will
Attack: +21 vs. AC
Hit: 3d8 + 11 damage, and the kangaruin leaper can choose to either shift 2 squares away from the target, or knock the target prone.
Bouncing Kick • Encounter
Attack: +21 vs. AC; As part of this action, the kangaruin leaper may jump, perform the attack, and jump again, so long as the total distance jumped does not exceed its speed. (So jump 2 squares, kick, jump 4 squares, for example.) The kangaruin does not provoke opportunity attacks from the target of the kick, whether it hits or now.
Hit: 3d8 + 11.
Triggered Actions
Out Of The Way • Recharge 5 6
Trigger: An enemy charges the kangaruin leaper and makes a melee attack. This power triggers after the attack roll is made.
Effect (Immediate Interrupt): The kangaruin gains +4 to all defenses against the source of the triggering attack. If the attack misses, the kangaruin and the attacker swap places, and the attacker falls prone.
Skills Athletics +18
Str 20 (+13) Dex 24 (+15) Wis 18 (+12)
Con 18 (+12) Int 2 (+4) Cha 15 (+10)
Alignment unaligned     Languages

The leaper’s mutations include dozens of small changes to muscle fiber, bone structure, and neural speed, making it fantastically agile and responsive, easily battering down enemies and then kicking them to bloody pulp.

Kangaruin Kicker

Kangaruin Kicker

Level 16 Brute

Medium natural beast

XP 1,400

HP 194; Bloodied 97

AC 28; Fortitude 30; Reflex 27; Will 27

Speed 6, Lump 4

Initiative +12

Perception +10

Low-Light Vision

Hop On Top
The kangaruin does +2d6 damage against prone targets.
Tie Me Kangaroo Down
The kangaruin kicker has a +4 bonus to Athletics checks to escape being grappled, and a +2 bonus on saves to end any immobilized, slowed, or restrained condition.
Standard Actions
m Hard Kick • At-Will
Attack: +21 vs. AC
Hit: 4d8 + 14 damage, and the target is knocked prone.
c Tail Swipe • Encounter
Attack: Close Burst 3 (All enemies in burst); +19 vs. Reflex
Hit: 3d10 + 10 damage, and the targets are knocked prone.
Triggered Actions
M Frantic Attack • At-Will
Trigger: The kangaruin kicker is bloodied.
Effect (Immediate Reaction): The kangaruin kicker makes a hard kick attack at all adjacent enemies, at a -2 to hit, but +5 to damage. .
Skills Athletics +18
Str 21 (+13) Dex 18 (+12) Wis 15 (+10)
Con 24 (+15) Int 2 (+4) Cha 15 (+10)
Alignment unaligned     Languages

Kickers are larger, tougher, and slightly slower members of kangaruin packs. They are even more difficult to restrain than their leaper cousins, and somewhat prone to panic if seriously injured. Typically, a kicker will start attacking an enemy, then, once it’s been battered to the ground, leapers will… erm… leap in, and finish it off.

Common Mutations

M Scorpion Sting (poison) • Encounter
Attack: +19 vs. Fortitude
Hit: 6d6 + 3 poison damage, and the target is slowed (save ends).
First Failed Saving Throw: Target falls prone (save ends).

The kangaruin’s tail ends with a large stinger, capable of injecting a poison that causes dizziness in addition to searing pain.

m I Ate A Dingoes Baby • At-Will
Requirements: Bloodied creatures only.
Attack: +21 vs. AC
Hit: 3d8 + 5 and ongoing 5 damage (save ends). If injured again by this power before saving, the ongoing damage increases to 10.

The kangaruin has developed sharp, jagged, nasty teeth. It will not use them in combat against an enemy unless that enemy is badly injured, then a bloodlust overwhelms it and it attacks. It likes to bite at the same place again and again, tearing the wound open.

Wastespawn — Oilslick

That is not dead which can eternal lie…

Like I keep saying, Earth Delta is not dead, just pining for the fjords… the fjords filled with deadly killer mutant pine trees that fire explosive laser pinecones!!!! Hmmm… explosive pinecones… I like that… anyway, here’s the first Level 16 monster for Earth Delta, the Oilslick Wastespawn!

(In case anyone’s wondering, and I know you’re not, one of the distractions I’ve been dealing with has been my oft-mentioned but rarely-detailed Stellar Warriors. I should post about that…)



The wretched ruins of the Ancestor’s excess have left behind vast regions tainted with terrible toxins, not to mention awful alliteration. Various systems, including nanobots and genetically engineered bacteria, were usually dispatched to clean up and process such areas, but, during the time leading up to the Cataclysm, wars were fought by sabotaging and reprogramming such things, trying to turn the cleaners into killers. The mix of confused programming and reprogramming, and the passage of time, caused the ecosystems of cleaning bots, waste-eating bacteria, and offensive counter-programs to use the raw material of the wastes to form ever more complex beings, fast-forward evolution using the tools at hand. These creatures are now called wastespawn, and they live wherever the Ancestor’s offal is densely concentrated. They generally possess only fragments of intelligence, pseudo-minds composed of badly mangled bits of semi-aware code, but they are motivated by a strong hatred of an unknown enemy, which they assume to be any creature which enters their realm.

Some groups, especially rubblers and ratmen, have found ways to tame or herd wastespawn. The Annihiliation Army is known to sometimes capture them, contain them, and unleash them on strongholds as terror weapons ahead of their own invasions.

Wastespawn, Oilslick

Wastespawn, Oilslick

Level 16 Lurker

Medium elemental animate (ooze)

XP 1,400

HP 105; Bloodied 53AC 30; Fortitude 28; Reflex 29; Will 27Speed 5

Immune poison, disease; Resist 10 acid

Initiative +20

Perception +15

All-Around Vision, Tremorsense 50

If the Oilslick takes more than 10 points of fire damage in a single attack, it ignites, gaining the “Burning” condition (save ends). This causes its slam attack to do an additional 1d10 fire damage, and gives it an Aura 2 that has “Any creature starting its turn in this aura takes 2d6+5 fire damage”. The Oilslick takes 2d6+5 fire damage on the start of its turn, as well.
The oilslick takes full damage from fire and cold attacks.
Standard Actions
m Slam • At-Will
Attack: +21 vs. AC
Hit: 3d8 + 11 damage, and the target is covered with oil (save ends). Oil covered targets gain a +2 to all defenses against being grabbed, but all forced movement effects against them increase by 1 square, and all terrain is difficult terrain for them (as they tend to slip and slide a lot). Flying creatures are grounded. If the oilslick is burning, the target also has ongoing 5 fire damage (the same save ends this condition as well).
Slick Slam • At-Will
Requirements: Must be in Flowing Slick form.
Effect: The oilslick makes two slam attacks. These can target any creature adjacent to it, or standing on its body. It can attack the same creature twice, or two separate creatures.
Move Actions
Flowing Slick • Encounter
Effect: The oilslick spreads out to become a thin carpet of oil, 5 squares on a side. In this form, it ignores difficult terrain, and it can squeeze through any space of up to 1 square wide. Enemies can move through its spaces, though it can make a slam attack as an opportunity action against any creature who moves more than one square through its body. It costs 3 squares of movement to cross each square (flying creatures may move normally). It can return to normal form as a minor action. When it changes to this form, it can pass under any enemies occupying the spaces it will now occupy, and performs a slam attack against each enemy so engulfed, at a +2 bonus. Its AC and Reflex defenses are reduced by 2 when it is in this form.
Return To The Pool • Recharge 5 6
Effect: The oilslick flows into the pool of industrial waste which spawned it. In this form, it is considered to be hidden, gains resist 10 (all but fire), and regenerates 10 points/turn. It can end this state as a minor action. It can move at full speed while hidden in this way. It can take no actions except to move or return to its normal state.
Skills Stealth +21
Str 21 (+13) Dex 27 (+16) Wis 15 (+10)
Con 21 (+13) Int 3 (+4) Cha 15 (+10)
Alignment evil     Languages

Oilslick wastespawn are barely more than animals, possessing only rudimentary self-awareness. They dwell deep in pools and seas of industrial wastes, primarily, of course, oil, which still had many uses in manufacturing and industry, even though, by the time of the Ancestors, it had lost much of its utility as a primary power source. (There were also many stockpiles of it, sometimes locked away for centuries, against some future shortage.) Oilslick wastespawn are basically symbiotic colonies that combine thick, contaminated, oil and highly-mutated oil-eating bacteria, which now function to convert other substances into oil. The oilslick will arise from the pool as a vaguely tentacle-shaped wave or whip of oil, and moves on its own by flowing forward and then drawing itself up. If it senses that its enemies are using any kind of fire or heat weapons, including lasers, a primitive and malicious instinct will cause it to not use its flowing slick power until it is ablaze, and then it will engulf its foes in its burning mass.

 Design Notes

As with most great things, this started with something I saw in a Jack Kirby comic,

What I Stole This From Was Inspired By

but by the time it hit the page, it had very little to do with the inspiration beyond the idea of “oil slick as monster”. Because I’m a lazy-ass bastard, and I’d rather beat one semi-original idea to death than actually come up with more than one idea at a time, I realized that while an oil slick monster was cool, coming up with a whole bunch of monsters based on “animated waste and junk” was even cooler, and by “even cooler”, I mean, “would require very little mental effort to find viable concepts to fill a variety of roles”. So there will probably be more wastespawn in the future.

This one has lower hit points than average, because it’s such a bitch to hurt, and, if you attack it in its native environment, it has a very powerful “retreat and rest” mechanic. Lurkers are supposed to be frustrating as hell and require some thinking to beat. Setting it on fire is a wonderfully double edged laser sword, because while it takes some damage, it also becomes much deadlier, especially if it’s saved up its encounter power for just such a contingency. The ongoing damage from the flames is low because of the other effects the basic slam attack already imposes; without them, the ongoing damage would be 10. The increased forced movement effect isn’t especially useful to the oilslick itself, since it has no powers that do that, but pair it with a controller or a brute/soldier type that relies on push effects, and you’ve got a good game of PC pinball going. I like that it’s an interesting synergy mechanic and a logical effect of what the creature is and what it does. Likewise, the notations on how its powers affect flying creatures are there because I dislike that 4e either encourages you to ignore all logic and apply the rules as written, or makes the assumption the DM will issue rules calls as needed. I’d rather empower the DM by telling him up-front what the game-effect power is modeling (an oil slick) and give him some advice on the most common type of conflict or question which will arise, namely, “Why can’t I fly over it?” The answers, as you see, are “If you’re flying and covered with oil, it goops you up and you fall, but, if you’re flying over an oil slick on the ground, no, it’s not difficult terrain for you.” (Difficult Terrain is a perfect example of “90% is not enough” when it comes to rules. By this I mean, it’s obvious that the 4e designers looked at 3.5s myriad of terrain types and conditions and said, “Look. 90% of the time, all we want is ‘This terrain slows you down’, and it doesn’t matter if it’s slick ice or brambles or deep sand or a high wind.” The problem is that for all of those, there’s different possible countermeasures — can a fire spell melt the ice, or a fire elemental ignore it? A nimble elf can shift on brambles, but what could does being nimble do against a powerful headwind or heavy gravity or a ‘zone of slowness’? The DM is constantly forced to either apply the rules as written, even if they make no sense, or get into pointless arguments over whether or not the rules apply, because the effects-based design of 4e offers little guidance when it comes to interpreting the source of the effect, and this, in turn, causes loss of immersion. This, in turn, is also why I pointed out some of the uses of sand or other “gritty” material, because it’s the sort of thing clever players will want to try, and should be able to, without the DM having to be forced to choose between something like “Uhm, OK, the handful of sand completely blots up the man-sized living oil slick” or “No, there’s no effect, why should sand hurt it?” With the provided guidelines, the DM ought to be able to cover most common variations and have an expected “baseline effectiveness” to work from.

Gameworld wise, I like the idea of a “wolfpack” of these things arising out of a small “sea” of oil at the bottom of a ruined factory, or of a Stronghold using one or two as “moat monsters”. The “overuse” of “quotes” in my “writing” can be strongly attributed to the aforementioned Mr. Kirby.

More Merry Mutant Mayhem

More Mutants!

Sadly, this has nothing to do with the X-Men, but everything to do with Earth Delta, Lizard’s still-ongoing attempt at Gamma World style adventuring for D&D Fourth Edition. As with prior articles, this is a “work in progress” sample, as I had some extra time this weekend and chose to use it writing about mutant turtles (but not, I will note, teenage ninja mutant turtles… though it ought to be very possible to write up on using Earth Delta, come to think of it…)

This article has just monsters, since they’re the most useful to people playing WOTC’s version of Gamma World, but for those who care, I have been constantly expanding tech items, mutations, and tweaking rules here and there as I go along.

The monsters in this section represent more examples of “spreadsheet design”, and by that I mean “I have a spreadsheet showing all monsters by role and level, and I’ve been looking for gaps”. In a perfect world, there will be at least one of every role for every level, and I’m slowly approaching that, but I’m also trying to push forward to get the higher level monsters done as part of my goal to get to Paragon Tier complete. This means there’s still a few gaps in the lower level monsters, and I managed to fill in one of them. So, if you’re wondering why there’s a level 1 lurker mixed in with the level 14 and 15 monsters, that’s why.

Also, in a perfect world, I’d have the CSS needed to display the monsters in a prettier format than a crude cut-and-paste from Word. I can cut them into a separate PDF and attach that, but I’m not sure it’s useful to many readers (this assumes I have any readers, a dubious premise) and I’ve found that any kind of extra step, such as “click here to read”, is often too burdensome for the Twitter age. So, until I actually publish the next full draft of the Mutant Manual, I am going to ask that you bear with me.

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Snakes… Why’d It Have To Be Snakes…

…because snakes are cool, that’s why! Duh! Only sharks are cooler… hm…. snakeshark! Oh, yeah, that’s going in there…

Anyway, here’s a bit more of work-in-progress for Earth Delta, namely, snakevines! I like concepts that lend themselves to easy expansion, mostly because I’m intellectually lazy, and if I get one quasi-good idea (possibly even a para-good idea, and if you get that joke, damn, you’re an old-school gamer), I will not just run with it, I will do a god-damn marathon with it. So, when I got the idea of sort of snake/plant hybrids, it occurred to me I could do all sorts of snakes and fill a lot of different niches, so a quick look at my spreadsheet of monsters showed me I still needed brutes and artillery for level 15… and that’s what you’re getting.

Wait, you ask, level 15 of what? No, you’re not asking that, since this site isn’t exactly teeming with random casual browsers, but, just in case… this is for Earth Delta, Lizard’s version of post apocalyptic mutant adventuring designed for the Dungeons & Dragons Fourth Edition rules, a lot like WOTC’s own Gamma World, except, a)mine doesn’t have collectible cards, and, b)rather ironically, mine is more compatible with core 4e than theirs. Go figure.

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Stinging Orca

Well, I’m leaving for GenCon in a bit, which means either I won’t be posting anything or I’ll be posting a lot — how’s that for boolean? I’ll be using my laptop, which has become frustratingly sluggish, and I’m not sure my passwords are up to date on it, and, anyway, if I’m lucky, I won’t have time, since if we’re away from home my wife doesn’t need to worry about how much noise she’s making I’ll be too busy gaming.

So, in yet another desperate attempt to pretend this is an ongoing concern and not another “cobweb site”, here’s more stuff from the yes-I’m-still-working-on-it Earth Delta, namely, killer whales. With legs. And tentacles. You know, the normal stuff.

Landwhale, Stinging Orca

Landwhale, Stinging Orca

Level 16 Brute

Huge natural mutant beast (mutant, mammal)

XP 1,400

HP 191; Bloodied 96

AC 28; Fortitude 29; Reflex 27; Will 26

Speed 7, swim 8

Resist 5 weapon; Resist 10 against blunt weapons; Resist 10 cold; Vulnerability 10 fire

Initiative +13

Perception +17

Low-Light Vision

It is hard to knock a stinging orca prone. Whenever an effect would knock it prone (including a successful save to avoid being moved into dangerous terrain), it may roll a save to remain standing. If any power or effect allows it to “save or fall prone”, it may roll twice and take the higher result.
Squat Legs
The Stinging Orca cannot jump.
Standard Actions
m Bite • At-Will
Attack: Reach 1; +21 vs. AC; +2 bonus to attack rolls against prone or immobilized targets.
Hit: 3d10 + 10 damage.
M Paralytic Tentacles • Recharge 3 4 5 6
Attack: Reach 3 (One or two creatures in reach); +20 vs. Reflex
Hit: 2d8 + 9 damage, and target is immobilized (save ends). .
Move Actions
Trample • Encounter
Attack: +18 vs. Fortitude; The stinging orca moves its speed; it may move through squares occupied by medium or smaller creatures, doing damage as detailed below. It may use this power in place of a charge, as a standard action, if desired. (It will then bite at the end of the charge, as expected.)
Hit: 2d12 + 10 and target is knocked prone.
Miss: Half damage and push target one square.
Triggered Actions
C Tail Swipe • Encounter
Trigger: The stinging orca is bloodied.
Attack (Immediate Reaction): Close Burst 1 (All enemies in burst.); +19 vs. Reflex
Hit: 3d8 + 7 damage, and push target 1d4 squares. .
Skills Athletics +18
Str 21 (+13) Dex 21 (+13) Wis 19 (+12)
Con 21 (+13) Int 6 (+6) Cha 18 (+12)
Alignment unaligned     Languages Common, Growl

Stinging orcas are found mostly in sub-arctic climates, where winters are long and there are many herd animals to hunt. Extreme hunger might drive some pods to attack communities, which can be extremely dangerous; an angry pod of full-grown “black stingers”, as they’re sometimes called, can quite literally flatten a poorly-walled stronghold in minutes.

Stinging orcas have the basic body design of their aquatic ancestors, but they run on six strong, stubby, legs, and two long, ever-whipping tendrils emerge from their backs, just behind the shoulders. These tendrils exude a paralytic venom which leaves their prey helpless and easily devoured.

While less intelligent than humans, stinging orcas are still sapient and they will fight with cunning. A common tactic is for one to bowl over enemies and let his fellows move in on the downed targets while he goes after the object of his charge. They are cooperative hunters and will use their tendrils on each other’s chosen prey, and they will show no mercy when it comes to protecting the young of the pod.

Despite their ferocity and relatively low intellects, it is often possible to deal peaceably with the orcas, especially if there are offers of freshly killed meat. They are a gregarious and communicative lot, though, so news of untrustworthy dealings will spread across thousands of miles with remarkable speed.

Stinging orca blubber can be rendered down into oil by use of the Skin and Gut technique; this yields oil worth 9000 gp per whale, in 10 medium units. (See the treasure section in the Core Rules). Obviously, barrels or other containers are needed to haul it back. Rendering a stinging whale in this way makes it impossible to gather ingredients for consumables using the same technique; it’s one or the other.

Design Notes

A fairly standard baseline creature, with a minor twist, namely, the displacer beast style tentacles. I’m playing around with Traits more; a lot of the detail for creatures that 3.5 handled by subtypes or feat choices can be lost in 4e, if you don’t make the effort to put it back, and I’m starting to make that effort (I may go back and spruce up older creatures when I’m done with paragon tier, as that will be a good way to also fix typos, correct inconsistencies, and so on.)

Rereading the critter now, it occurs me this would make a great mount; I will need to write up a version of that. Perhaps it will be ridden by squid-people or shark-men or something.