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ID: 4459


October 18, 2007, 1:28 pm

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Dungeon Anemone


A writhing mass of red tentacles

Full Description
The Dungeon anemone is a surprisingly common creature, generally reaching a mass of 100 kg to 125 kg and growing tentacles as long as three meters, though 2 meters is the norm. The creature more resembles a strangely colored plant, but is in fact an animal that was once related to undersea anemonies.

Additional Information
Dungeon anemonies have existed almost as long as dungeons have, as the dark climate and enclosed ecosystem works will with their biology. the Anemone lives in the dark places and the pits of a dungeon where it excretes large amounts of Dungeon Acid that it uses to help snare and dissolve prey into protien lumps small and easy enough for it’s primitive digestive system.

Many black magi have cultivated dungeon anemonies to both help keep their dungeons clean as well as providing ample supplies of acid to fill acid traps and to use in alchemical experiments. As long as an anemonie has access to water and protein, it will constantly produce a steady supply of it’s acidic secretion.

Dungeon anemonies, despite their acidic coating and long reaching tentacles are among the least menacing of dungeon foes. If something approached one, the anemonie will retreat into it’s stump like core and hide, waiting for the acid to weaken and kill the interloper.

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Comments ( 5 )
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Voted Cheka Man
October 18, 2007, 16:06
So it must be hard to approach one due to the acid.
Voted valadaar
October 18, 2007, 18:48
Unless the acid kills instantly or glues the opponent, how does it actually catch anything?
September 11, 2008, 5:20
My guess is it feeds off of the dead/dying victims, preferring to feed off of not hostile targets.
Voted Murometz
October 19, 2007, 14:18
wow, this would be quite fascinating if you went into a bit more detail, imho. We loves the ecology angle here, preciouss.

I very much like the idea behind the creature. No reason a sea anemone ancestor couldnt have adapted to underground environments. But also, what val said.
Voted Silveressa
September 11, 2008, 5:34
Interesting piece of the over all dungeon ecology, nice for fleshing out the mechanics behind "dungeon life" for gms and players alike,

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       By: Monument

When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 1xp

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