It’s cold enough to see your breath, which bursts out from you like a creature all its own. You hear something crackling in the trees to one side. Hawks circle in the distance and they look hungry, as if something is rotting there. It smells of trees and something that reeks of death. To the west, trees block the sun. It’s too dark, too quickly. You shiver, noticing crows in the branches of trees, cawing. Three paths disappear into the thicket, leading to places you already know you don’t want to go. The stairs are your only choice then. They look steep and unwelcoming, disappearing as they do, also into the darkness of the trees, not that you can turn back. An icy rain has started. You know you won’t make it through the woods before the day goes completely dark.
Erpip The Lighthouse keeper
Race: Rock Gnome/ Wereslug
Class: Wizard
Age: 107
Background
He started working at the light 56 years ago, only shortly working there the forest druids came and cursed him, because they assumed he was responsible for chopping down the tree that was used for the lighthouse. Ever since he holds a grudge against all druids who he comes across. He will usually just not acknowledge them, but may attack if they annoy him. He uses spells to keep the light running for ships to travel safely. The building was built for humans so he needs to use stools and other quirky assets to reach stuff. He likes to create his own spirit concoctions and share them when people come by and visit. He will be friendly to anyone who comes, but can easily show hostility if needed. Sometimes he goes to the beach and recovers items that have been stranded at sea and would sell them to you for a cheap price.
As a wereslug he feeds on the fish and crustaceans from the beach. If he has not eaten in a couple of days. He is always clean and washes all of the slime from the floors.
Wereslug
Large Ooze (Human, Shapechanger), Chaotic Neutral
Armor Class 10 in humanoid form, 11(natural armor) in slug or hybrid form
Hit Points 160 (20d8 + 60)
Speed 20ft. (20ft. climb, 25ft. Climb and walk Hybrid, 30ft. humanoid)
STR DEX CON INT WIS CHA
18 (+4) 8(-1) 21(+5) 10(+0) 11(+0) 8(-1)
Skills Perception +5, Stealth +3
Damage Resistances bludgeoning, piercing, slashing damage from weapons that aren’t silvered, Poison, Acid.
Senses Passive Perception 15, Blind Sense 30ft.
Languages Common (can’t speak in slug form)
Challenge 7
Shapechanger. The wereslug can use its action to polymorph into a Large Slug-Humanoid hybrid, Large Slug, or back into its true form, Which is humanoid. Its statistics, other than its size and AC are the same in each form. Any equipment it is wearing or carrying is absorbed into the slug form and digested. It reverts to its true form if it dies.
Gluttonous Rage. When the wereslug is newly transformed or goes without food for too long it becomes ravenous. In this state it gains advantage on Dexterity (stealth) checks and its movement speed increases by 5ft. Each night it goes without having its hunger stated. It must eat at least its own body weight (about 1000 lbs.) to end this effect until its next transformation. While in this state it searches for the nearest available food source. Once located it will pursue this food source until it is devoured before moving on to the next. If it comes across a more bountiful source of food in its pursuit it will target instead the more plentiful food source.
Slime Trail. The wereslug leaves a trail of dangerous slime in its wake 10 ft. wide. Any creature coming into contact into this slime must make the corresponding saving throw to the type of slime the wereslug produced as it left the trail. This also makes the wereslug much easier to track, giving creatures attempting to follow it advantage on Wisdom (Perception or Survival) checks made to follow or find it. The slime washes away after 10 minutes in rain leaving no trace behind. 5 gallons of water can be used to wash away a 5 ft square of the slime. If not washed away the slime trail dries up in exposure to sunlight and flakes away over time, up to a week later.
Keen Smell. The wereslug’s hunger knows no bounds, and as such it uses a powerful chemoreceptors on its antennae to locate food or prey. It has advantage on Wisdom (Perception or Survival) checks to find food.
Actions
Multiattack. In Slug form the wereslug makes two Slime Shots from its antennae or a combination of the two. In humanoid form it can make two melee weapon attacks. In hybrid form it can attack like a slug or a humanoid. The wereslug may also replace any of its attacks in hybrid or slug form to change the type of slime it is producing.
Bite (Slug or Hybrid Form Only). Melee weapon attack: +7 to hit, 5ft. Reach, one target. Hit: 14 (2d8 + 4) piercing damage. If the target creature is a humanoid, it must succeed on a DC 14 Constitution Saving throw or be cursed with wereslug lycanthropy.
Slime Shot (Slug or Hybrid Form Only). Ranged weapon attack: +3 to hit, reach 20ft., two targets. Hit: Target must make a Saving Throw against the type of slime the wereslug is currently producing.
Slime Swap (Slug or Hybrid Form Only). The werelsug begins producing a different type of slime, swapping between either Paralytic Slime or Corrosive Slime.
The wereslug coats its body with one of two types of slime at a time, it can also shoot each type of slime up to 20ft. at its prey.
Paralytic Slime. Creatures who hit a weapon attack on the wereslug or are hit with a melee attack by the wereslug while within 5ft. of it must succeed on a DC 14 Constitution saving throw or be paralyzed. They may repeat this saving throw at the end of each of their turns. Enemies bitten by the wereslug or shot with slime while it produces paralytic slime must also make this saving throw.
Corrosive Slime. Creatures who hit a weapon attack on the wereslug or are hit with a melee attack by the wereslug while within 5ft. of it must succeed on a DC 12 Constitution Saving throw or take 3d8 points of acid damage. On a success they take half that damage. Creatures bitten by the wereslug or shot with slime while it produces corrosive slime must also make this saving throw.
Round 1: Don’t Stop Typing
-
Single Changeling in middle slot.
-
Moving target is locked.
-
Multi-word casting is locked.
Opening Dialog:
Adelai: We’re surrounded!
Adelai: They’re coming out of the train station too, how did it get this bad?
Adelai: We need to break through. I’ll take the ones in front, cover me!
Ayin: I-I’ll try...!
If player types and enters a spell successfully:
Adelai: Hey, so you can still fight after all!
Ayin: Somehow, haha...
Adelai: OK, just keep on typing in those spells!
Adelai: And remember, after you use a spell it goes on cooldown.
Adelai: You’ll have to use different spells until it recharges.
Adelai: Just keep using whatever’s active in your spell list--it should be located at the bottom left of your Typocrypha interface.
Otherwise, after getting hit:
Adelai: Ayin! What are you doing?
Ayin: I’m sorry I-
Adelai: Move out of the way!
Adelai: SWORD!
Changeling takes damage.
Adelai: Ayin, you have to type the spells into your Typocrypha! Remember?
Adelai: In the bottom left of your Typocrypha interface is your spell list.
Adelai: Just type one of those spells and then press enter to cast the spell!
Waits for player to cast a spell. Enemy is paused in meantime.
Adelai: Hey, so you can still fight after all!
Ayin: Y-yeah!
Adelai: OK, just keep on typing in those spells!
Adelai: And remember, after you use a spell it goes on cooldown.
Adelai: You’ll have to use different spells until it recharges.
Adelai: Just keep using whatever’s active in your spell list.
Round 2: Table for Two
-
Changeling in left and right slots.
-
Moving target is now unlocked.
-
Multi-word casting is locked.
Opening Dialog:
Ayin: There’s more of them!
Adelai: You’ll have to use the targeting functionality of your Typocrypha, Ayin!
Adelai: Use the arrow keys to move your target cursor to one of those demons.
Adelai: All of your spells only hit a single target, so you’ll have to beat them separately.
After defeating one of the changelings:
Adelai: Good work, Ayin!
Adelai: Now retarget and finish off the other one!
Adelai: If it’s easier, you can also use the tab key to cycle through targets.
Round 3: Three’s a Crowd
-
Changeling in all slots.
-
Multi-word casting is still locked.
Opening Dialog:
Adelai: We’re almost through them, just one last push, Ayin!
END SCENE