Tremorwhips are burrowing, vaguely snake-like creatures native to Coventry. The smallest specimens have deadly venom; the largest specimens have long, barbed tentacles and swordlike stingers on the end of their tails. They are attracted to vibrations in the ground, making them a perennial road hazard and a constant nuisance at industrial stations. This is a fairly typical specimen, roughly 20′ long (rising 12′ from the ground when attacking) with two tentacles.
Attributes: Agility d6, Smarts d6(A), Spirit d10, Strength d12+2, Vigor d10 Skills: Fighting d6, Notice d10, Stealth d10 Pace: 6/20, Parry: 5, Toughness: 12(2), Charisma: 0 Bite/Lash: d6 (Str+d6) Burrowing 20″: Surprise on Stealth vs. Notice (+2 attack; +4 raise) Hardy: Once Shaken, further Shaken results ignored Large: Attackers gain +2 on attack rolls Natural Armor +2: Natural defenses Size +3: Adjustment to Toughness based on creature’s mass Slam: Opposed Fighting vs. Agility for 4d6 damage Stretch: Reach for slam attack equal to current Size Swallow Whole: Fighting -2 to swallow target 3 sizes smaller; swallowed target is immobile and takes automatic bite damage each round; attacks from inside the tremorwhip ignore armor and size bonuses to Toughness
The cellars where the Mewlips sit
Are deep and dank and cold
With single sickly candle lit;
And there they count their gold.
Their walls are wet, their ceilings drip;
Their feet upon the floor
Go softly with a squish-flap-flip,
As they sidle to the door.
They peep out slyly; through a crack
Their feeling fingers creep,
And when they´ve finished, in a sack
Your bones they take to keep.
Mewlips are described by Tolkien in The Adventures of Tom Bombadil, in which they are mentioned in a hobbit nursery rhyme. The poem sounds a bit like they’re a race of Gollums, or perhaps just a particularly damp race of goblins. In any case, in the Dawn Reaches, there exist creatures which the humans call “water babies” and the hauflin call “mewlips” which fit the same mold. Small, pasty, wretched amphibian humanoids wrapped in oily rags, mewlips lurk under the water’s surface, preferring to ambush their prey with surprise. They only venture forth at night (or in the sheltering dark of caves), and rise out of the water silently, looking disconcertingly like drowned children, wielding a spear in one hand and a net which they use to trip their prey in the other.
CE Small humanoid (aquatic) Init +2; Senses darkvision 60 ft.; Perception +4
—————————————– AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size) hp 5 (1d8+1) Fort +1, Ref +2, Will +2
—————————————– Speed 15 ft., swim 30 ft. Melee spear +2 (1d6+1/×3), bite -2 (1d3) Ranged spear +3 (1d6+1/×3) Special attack nets
—————————————– Abilities Str 12/+1, Dex 14/+2, Con 13/+1, Int 9/-1, Wis 10/+0, Cha 9/-1 Base Atk +0; CMB +0 (+4 trip); CMD 12 (18 vs. trip) Feats Weapon Finesse Skills Perception +4, Stealth +14, Swim +13; Racial Modifiers +4 Stealth, +8 Swim SQ amphibious
—————————————– Nets (Ex) Although a mewlip can’t attack to cause damage with its net, it is very skilled at using the net to trip adjacent foes. During the mewlip’s turn, it can make a single trip attack against any adjacent foe as a swift action. It gains a +4 racial bonus on trip attacks made with its tangling tentacles, and if it fails to trip a foe, that creature can’t attempt to trip the mewlip in retaliation.
A greater and larger form of mewlip, the “mewlip lord,” stays in their cave lairs and does not venture out except under the most extreme duress. Within their lair, however, they will fight to the death. They sometimes keep giant frogs or slurks as pets.
Mewlip Lord (CR 2, XP 600)
NE Medium Humanoid (aquatic) Init +6; Senses Low-Light Vision; Perception +5
—————————————– AC 18, touch 16, flat-footed 12 (+6 Dex, +2 natural) hp 22 (4d8+4) Fort +5, Ref +7, Will +3
—————————————– Speed 40 ft., Swimming (40 feet) Melee Claw +5/+5 (1d4+2 plus grab/x2) Ranged Javelin +7 (1d8+2/x2) Special Attacks Grab
—————————————– Abilities Str 15/+2, Dex 22/+6, Con 13/+1, Int 6-2, Wis 10/+0, Cha 7/-2 Base Atk +3; CMB +5 (+9 Grappling); CMD 21 Feats Iron Will, Power Attack -1/+2 Skills Acrobatics +6 (+10 jump), Perception +5, Stealth +8 (+12 in water), Swim +10 Modifiers +4 Stealth in water SQ Amphibious
—————————————– +4 Stealth in water (Ex) You gain a bonus to Stealth Checks under the listed conditions. Amphibious (Ex) You can survive indefinitely on land. Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Designer’s Note: On Reskinning
These critters are actually reskins of existing creatures. The base mewlip was created from the stats of a grindylow, just changing the tentacle attack to a carried net, and the type from aberration to humanoid. The mewlip lord, on the other hand, is a merrow with the “young” template. Reskinning! It’s the GM’s second-best friend. 😉
The stat blocks in this post are open content; mewlips and The Adventures of Tom Bombadil are the property of J.R.R. Tolkien and his heirs. Artwork by LoneAnimator.
The whole run of Titanic: The Musical seemed to be under a curse: when it ran in Washington, D.C., the iceberg prop went out of control and flattened the diva Beryl Starsland in the middle of “I Will Always Love You.” When it actually ran on Broadway a year later, the roof of the theater collapsed, killing most of the cast. Given how bad Titanic: The Musical was, however, it may have been a mercy in disguise.
In any case, both of these tragic locations became the focus for hauntings. The Broadway theater’s mess was cleaned up by the original NY Ghostbuster team during the “Return of Gozer” incident; the Golden Swan theater in Washington, D.C., haunted by Beryl Starsland, remained quiet and unused for many years, until finally the D.C. Ghostbusters were called in to clean it up.
In both incidents, the GBI teams reported being attacked by “operatic ghosts,” accompanied by an overwhelmingly loud ghostly accompaniment of Wagner’s “Ride of the Valkyries,” which seemed to arise spontaneously out of the theatrical environment itself rather than being tied specifically to Titanic: The Musical (which had no valkyries in it, thankfully).
When the Metro Authority called in the D.C. Ghostbusters to report a “dragon” was chewing up the rails between Roslyn and Foggy Bottom, in the deepest part of the tunnels under the Potomac River, the Gang in Grey had no idea what they were going to find down there… and once they did find it, they still had no idea what it was!
Turns out it was an electrophagic byakhoid, leaked into our dimension from the world/plane/whatever the group refers to as “Saturn,” during the incident of black slime portals opening up in the apartment of artist Klaus Furuhobendamengal, creating a lair for itself where it could feed off of the electric generators used to run the Metro trains. The byakhoid was chewing on the third rail so it could feed off of the powerful electric shocks.
Unclassified (Non-Spectral) Transdimensional Servitor Creature Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d8 Skills: Fighting d6, Notice d6, Psionics (Arcane) d6, Stealth d6 Pace: 4/16; Flight 16″ (Climb 4″), Parry: 5, Toughness: 10(2), Charisma: 0
———————————————————————- Special Abilities: Arcane Psionics: Gain the Psionics arcane background Impr Frenzy: Attack twice with no penalty on Fighting rolls Claws: (Str+d4) Electrophagic: This creature feeds on electricity. On any turn this creature is hit by an electrical or quasi-electrical attack (including proton packs), it gains the Regeneration (Fast) ability and 2 Power Points, which disappear at the end of its turn. (This only happens once per turn; additional hits are not cumulative.) Fear -3: Enemies roll Guts check with Fear rating as modifier Natural Armor: +2 Size +2: Adjustment to Toughness based on creature’s mass Star Travel: This creature can fly between the stars.
———————————————————————- Arcane Powers (10 Power Points): Blast: Targets in Medium Blast Template take 2d6 damage; Double points adds +d6 damage OR Large Burst Bolt: Single bolt 2d6 damage; Up to 3 bolts at 1pt per bolt; 2pts does one 3d6 bolt Damage Field: Anyone touching target takes 2d6 damage, 2d8 damage on a Raise
Slimer, a.k.a. the Onionhead, a.k.a. the Sedgewick Spud, is a fairly baseline Class V Free-Roaming Vapor, believed to be a “remnant,” i.e., an ectoplasmic “echo” of a living person, rather than the actual spirit of that person. In Slimer’s particular case, it is speculated that he is the remnant of a well-known television personality who died of a drug overdose while staying in the Sedgewick Hotel. The television personality’s inexhaustible appetite for food, drink, and other earthly pleasures, combined with the highly PKE-charged architecture of the Sedgewick hotel, caused this spook to manifest with an ironically insatiable gluttony. For all of Slimer’s desire to consume all food, drink, candy, and so forth, it merely passes right through him and just ends up on the floor in a disgusting mess.
As spooks go, Slimer is fairly harmless, but that’s mostly a factor of his essentially benevolent nature. Barely even sentient, Slimer tends to be clueless and whimsical, with a cowardly streak– if he were more viciously inclined, he would be capable of being hazardous. As it is, he generally just trashes the place and covers everything with slime in the process.
Type V Full-Roaming Vapor
Creature: Phantasm Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d6 Skills: Fighting d6, Intimidation d6, Notice d6, Stealth d8, Throwing d6 Pace: 8/10, Parry: 5, Toughness: 5, Charisma: -2 Gear: Thrown Objects d6 (Str+d4, 3/6/12), Slime d8 (Str+slime effect)
Quirk (Ghostly Gluttony)
Ethereal: Immune to mundane physical attacks; Only seen if desired
Fear: Enemies roll Guts check at +0
Flight (Ghostly): Spooks float around.
Ghostly Focus: Ghost may recover from incapacitated
Slime: Cover target in sticky slime
Arcane Powers (10 pp)
Entangle (slime): Restrained target suffers -2 Pace and skills linked to Agi and Str; Break free with Str or Agi; Single target costs 2 points, Medium Burst Template costs 4
Speed (panic): Doubles target’s Pace; Running is free with raise
Telekinesis (ghostly): Move single target weighing 10 lbs times Spirit die type (50 lbs with raise); Weapons use arcane skill and Spirit; Drop does Spirit+d6 damage
Vanity Duchesne was, in life, a well-to-do social climber who married a retired admiral and lived large among the elite of Washington, D.C. Little did her husband know, when he bought her that bracelet for her 85th birthday, that it was a cursed focus for dark PKE.
She died later that same year, respected by all, and was buried in the Duchesne family plot– the second largest in the cemetery. But now she has risen from the grave… to demand that she be moved to a plot with a better view of the Potomac.
Class IV Focused Full Torso Repeater (Physical, Intelligent) Muscles 3 (Claw Her Way Up From the Grave 6) Moves 3 (Duck Behind Cover 6) Brains 2 (Know Social Status 5) Cool 2 (Raise a Fuss 5) Power 4; Ectopresence 8
Goal Be the Belle of the Cemetery Special Abilities Fly, Poltergeist, Summon Pests Weaknesses Motivator (remove her bracelet, and she will be put to rest); Restricted (only manifests midnight-dawn) Appearance Rich, portly, snobbish, and dead; sort of a zombie Margaret duMont. Whenever she uses a power, someone looking for unusual effects may attempt a Brains 15 roll to spot that her bracelet glows even more than usual.
Animated Mink Wrap
Class V Materialized Focused Fashion Faux-Pas (Physical, Mindless) Muscles 4 (Entangle 7) Moves 3 (Dodge 6) Ectopresence 3
Goal Protect Mommy! Appearance Vanity’s favorite fashion accessory, she was buried with it. Now it growls, bites, and attacks anybody who threatens her.
Class II Materialized Focused Nuisance (Physical, Mindless) Muscles 1 (Bite 4) Moves 2 (Dodge 5) Ectopresence 1 (destroyed on successful hit)
Goal Bite Ghostbusters Appearance Bouncy, roly-poly, clattering pile of skulls that Vanity animates with her Summon Pests power. Roll 4d6 (Vanity’s Power): every 3 points rolled creates a pile of Bitey Skulls. If she rolls a ghost, add +1 to the stats of all piles created. These are not terribly dangerous, but they do give Vanity time to flee when threatened.
Ghostly Yap Dogs
Class VI Focused Status Symbol (Ectoplasmic, Mindless) Power 3; Ectopresence 3
Goal Protect Mommy Special Abilities Horrid Barking (Power vs. Cool or Ghostbuster is at +5 Difficulty to all actions for a round from distraction); Slime Bite Appearance A small pack of ghostly yap dogs with diamond-studded collars (unfortunately also ghostly). Although it appears as 3-5 dogs in any given manifestation, it is a single creature created by Vanity’s Summon Pests power (DC 10, rolling a ghost gives the dogs +1 to all stats).