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reprinted from V1 N4 of the Ink Blot

Monsters of Rank

The Black Spot - (Greater)


Black Spot - (Greater)

CLIMATE/TERRAIN: Any - (preferably dark areas and caves)
FREQUENCY: Rare
ACTIVITY CYCLE: Any - (nighttime preferred)
DIET: Any - (preferably life essence)
INTELLIGENCE: Supra genius (20)
TREASURE: Varies
ALIGNMENT: Neutral
NO. APPEARING: 1 (inside lair is unknown)
ARMOR CLASS: -3, -5 if shrunk to 75% it's normal size
MOVEMENT: 12 or the speed of whatever host it attaches itself to.
HIT DICE: 10 + 2
THACO: 8, (11 in daylight)
NO. ATTACKS: 1
DAMAGE/ATTACK: 1d8+1 or by weapon type usable for it's current size. If less then half size, damage is 1d6+1
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better to hit (see below)
MAGIC RESISTANCE: 40%
SIZE: Varies from 1" diameter to 5 ft. diameter at will.
MORALE: Fearless - (19-20)
XP VALUE: 16,000

The black spots are a little known species in the world.

Spots are very rare, and tend to live peacefully among themselves and their surroundings. They seem to be able to adapt to any situation or environment without difficulty. Preferring dark areas to the sun, they are able to conceal themselves 100%. In daylight, this is reduced to only 65%. They can sprout arms and legs, and can use any item a normal humanoid can. They are pitch black in color, with large eyes that can see extremely well in the darkest areas, even in magical darkness. They can make themselves so thin that they are able to fit into very small cracks, crevasses, or under doors with ease. Their main diet seems to be the life essence of creatures who are weak, sick, dying, or who tend to raid their lair or do them harm in some way. They are fearless and will fight to the death when provoked. They have a language of their own, but little is known about it. Their treasure varies according to previous victims or other dealings. They have been known to deal with outside creatures to get certain items from them. It is wise to leave these creatures alone and never go back on a bargain made with them.

COMBAT: Greater spots are ruthless and very tactical in combat. They are never surprised, and are virtually undetectable, as they can hide by flattening themselves extremely thin and attaching to any surface. They deliver a very strong punch with their fists, causing 1d8+1 points of damage and have a 60% chance per round after a hit to successfully leap on to an opponent. Once attached, they can fight with an added +2 to hit or shrink down to a maximum 1" disk and hide, pulling in their arms and legs. On a natural roll of a 20, they will quickly leap onto an opponent and envelope them within themselves, causing 1d6 points of suffocation damage per round, and the victim is unable to do any action during this time. Subsequent rounds will be automatic. This applies only to creatures 7 ft. tall or less. Also, once enveloped, the spot may still opt to roll to hit. A successful roll will do an additional 1d4 points of crushing damage as it starts to constrict its victim. On larger creatures, the spot will simply cover the face, thus cutting off the oxygen to the nose and mouth and doing the same damage. A successful bend bar roll is needed to remove the spot from the face, but if enveloped, only a combined strength roll of 38 or more will free the victim. Only a wish, limited wish or slay living spell will stun it into letting go. None of these spells will destroy the spot, but a slow or cold spell of any kind will work normally, with the added bonus of slowing it down 1 round for every 2 spell levels of the spell. Example: (if a 6th level cold spell is cast, and the spot's magic resistance fails, it can only attack three rounds out of the next six). Afterward, the spot attacks normally. Daylight weakens its attack ability, so that it attacks at a -2. Its ability to remove an opponent's life essence makes them even deadlier. On the last 2 rounds that a creature has to live, ( -8 -9 hit points), the spot senses the life force leaving and takes it, draining 1d6 points per round left. Free-willed undead are also affected in the same way. NOTE: (This does not work like undead level draining).

DEFENSES: Greater spots have several special defenses. First, they can blend in especially well in dark areas. Second, they have the ability to lie extremely flat so they can never be squashed. Third, they can change size at will from a 1" to a 5 ft. diameter disk, therefore reducing their AC by 2 if shrinking to at least 3/4 of its normal size. Fourth, they can turn sideways on an opponent, making themselves so thin they are almost invisible, so that the opponent suffers a -2 penalty to hit. Fifth, if destroyed, they will explode in a shower of acid, doing 3d12 points of damage to anything within a 20ft radius. A save for half damage and all items carried is allowed. Last, they can only be harmed by a weapon of +1 or better, since their hide is like a rubber substance and normal weapons just bounce off. When a spot is destroyed, it is gone forever. All this, coupled with its high magic resistance, makes the black spot an extremely formidable and deadly opponent.

HABITAT/SOCIETY: Most of their habitat/society seem to be a secret, but for a fee, a greater spot will work its life force draining for people who have a vendetta against someone else. They will shrink down as small as they can and attach themselves to whatever object the client wants. The object is then given to the recipient. No matter what the recipient does, the spot will stay with them. At such time they are doomed to die in a fortnight with no saving throw allowed. The spot will then finish off their life force and find its way back to its lair.

ECOLOGY: Greater spots will eat any living thing as it starts to die for its life essence, therefore ridding the realm of waste. It will otherwise only attack when threatened or provoked.

© 1995 by John Brunette


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