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Slithering Serpents for Shadowdark RPG

Monstrous snakes to coil around you and crush you in the dark...

By Samuel WrightPublished 4 months ago 6 min read
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Another collection of my homebrew monsters, these are all based on slithering snakes large and small, waiting to wrap their coils around you and crush the life out of you in the darkness.

Blood Wyrm

A hooded, crimson fleshed serpent the size of a cobra and made from the blood of a wizard, this slithering creature can be sent to kill a rival or fetch a small item for its master. AC 14, HP 15, ATK 1 bite +2 (1d4 + blood drain), MV near (climb or swim), S+1, D +4, C +2, I -3, W +0, Ch -3, AL N, LV 3

Blood Drain. Attach to a bitten target; auto-hit the next round for 1d4 damage. The blood wyrm heals 1d6 HP and the target permanently loses 1 CON. At 0 CON, the target dies. DC 12 STR check on turn to remove.

Body of Blood. The blood wyrm is made from the blood of a wizard. If the wizard dies, so does the blood wyrm. Its fluid body takes half damage from piercing and slashing weapons. It can squeeze through holes and crevices as small as 1 inch wide or slide under most doors.

Made of Magic. Spells cast on the blood wyrm have a minimum DC 15, but a successful Dispel Magic will destroy the blood wyrm. The blood wyrm does not need to eat, drink, or sleep to survive.

Split. If cut or chopped, the blood wyrm will split into two smaller snakes (divide remaining HP between both). It can split up to four times. The pieces can be merged back into one on command anytime after the following round if the creator of the blood wyrm so desires.

New Spell

Conjure Blood Wyrm

Tier 2, wizard Duration: 24 hours Range: Close Description: You cut yourself for 1d4 hit points and pour the blood into a bowl then cast the incantation on it. A blood wyrm is created that will follow your commands for 24 hours. If the blood wyrm is not killed before the end of the duration, you may reabsorb it and be healed of the damage you suffered to create it at any time before the spell ends. If the spell ends before you can reabsorb it, you must rest or be healed to regain the lost hit points. You can see and hear through the blood wyrm, and command it mentally up to far range.

Gelid Wyrm

A glistening blue and white snake with an ice cold body, the gelid wyrm dwells in arctic regions and snowy mountain tops. They carve out lairs in glaciers and snow. AC 14, HP 34, ATK 2 bite +5 (1d8) and 1 constrict (near), MV near (climb or burrow), S +5, D +4, C +3, I +2, W +0, Ch +2, AL N, LV 7

Chilling Aura. Creatures within close range of the gelid wyrm at start of turn must pass a DC 15 CON check or take 1d10 damage.

Constrict. Contested STR to hold the target immobile for one round. Constricted targets save against chill aura at disadvantage.

Frost Breath. Fills a near-sized cube extending from the gelid wyrm. DC 15 DEX or 3d8 damage.

Impervious. Cold immune.

Moon Serpent

An enormous, faintly glowing, ghostly snake that hides in the foliage of trees to drop down on its victims to grasp them in its coils and lift them up into the tree so it can crush them unseen by those below. AC 12, HP 34, ATK 2 bite +4 (1d6) and 1 constrict (near) or hypnotic sway, MV near (climb), S +5, D +4, C +3, I +2, W +0, Ch+2, AL C, LV 7

Constrict. Contested STR check to hold a target immobile for one round.

Crushing Coils. If the moon serpent constricts around a target, the target must make a DC 15 STR check or it takes 1d8 damage.

Hypnotic Sway. One target in near range who can see the moon serpent is helplessly stupefied while it sways back and forth unless DC 12 WIS check is made to resist.

Rubbery. Half damage from stabbing weapons.

Split. If cut or chopped, split into two smaller snakes (divide remaining HP between both). Can split up to four times.

Mud Wyrm

A giant snake that dwells in bogs, lakes, and muddy rivers, making its lair in pools of mud, the mud wyrm has a body made of mud and rotting plant matter. AC 12, HP 40, ATK 2 bite +3 (1d6) and 1 constrict (near), MV near (climb), S +3, D +2, C +4, I -2, W +0, Ch -2, AL N, LV 8

Body of Muck. The mud wyrm is made of wet mud and rotting plants, so it only takes ½ damage from fire attacks, and zero damage from slashing and piercing weapons.

Constrict. Contested STR to hold a target immobile for one round.

Spew Mud. In place of a bite attack, the mud wyrm can launch a stream of mud at a target within near range. On a hit, the target is covered in mud and blinded by the sticky, smelly muck until 1 full round is spent wiping it off.

Swallow. On an 18-20 to hit, the target is swallowed whole. Total darkness inside and filled with water, the target must hold breath to avoid drowning, and takes 1d10 damage per round. The mud wyrm regurgitates all swallowed if dealt at least 20 damage in one round to the inside of its gullet.

Shadow Wyrm

A ten foot long coiling mass of pure darkness, this living shadow in the shape of a winged snake survives by draining life energy from other creatures as it lurks in shadows. It is served by the undead shadows of the previous victims it has slain. AC 14, HP 24, ATK 2 ray attack +4 (life draining), MV near (fly), S -3, D +4, C +2, I+3, W +2, Ch +3, AL C, LV 5.

Banished By Light. Cannot move into an area that is illuminated brighter than moonlight and will be banished to the plane of shadows by any sudden bright illumination such as a light spell or sunlight.

Incorporeal. Shadow worms can pass through normal matter at will and cannot be hit by non-magical weapons.

Life Draining. The shadow wyrm emits a purplish ray that drains energy from a target in near range. DC 12 CON or target's CON reduced by 1d4. At 0 CON, the target dies and becomes a shadow under the worm’s control.

Snuff (WIS Spell). DC 12. Extinguish all light sources (even magical) within near.

Summon Shadow (INT Spell). DC 15. Summon 1d4 loyal shadows that appear within near. They leave in 1d4 rounds.

Sun Snake

A giant, flaming serpent with batlike wings, this creature lives to set fires and can be summoned from the Plane of Fire. They can be found dwelling in volcanoes or fierce fires like the insides of forges. AC 16, HP 34, ATK 2 bite +4 (1d8) and 1 constrict (near), MV near (climb)/double near (fly), S +3, D +6, C +3, I +2, W +0, Ch +2, AL N, LV 7

Explosion. Upon death, creatures within near range of the sun snake must pass a DC 15 DEX check or take 7d6 damage and be knocked to the ground.

Fire Breath. Fills a near-sized cube extending from the sun snake. DC 15 DEX or 3d6 damage.

Heat Aura. Creatures within close range of the sun snake at start of turn must make DC 15 CON check or take 1d10 damage.

Impervious. Fire immune.

horrortable toprpgcombatadventure gamesaction adventure
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About the Creator

Samuel Wright

I am a writer & tarot reader in Oregon. I'm a tabletop RPG fan, love all types of sci-fi & fantasy books, movies, & games, & read voraciously. I write a variety of content, mostly RPG blogs. Tell me where you found me.

Art by Google/Unsplash

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