INSERT COOL PICTURE HERE
Well, anyways, I could take a picture of the thing and pop it there, but essentially it's a colonial elemental that lives in muddy bogs and swamps and lazily spends its days and night funneling critters toward its mouth, and the picture in the OOTP is not that great (but the previous owner colored it for me!). The entry explains that although it's not undead, it wails and moans when intelligent life approaches and warns interlopers off on account of it's so territorial, and of course survivors take the moaning to mean it's risen dead or somesuch. I don't know. Standard issue stuff.
And I was thinking about Ravenloft and Paridon and the nightmare realm of sewers that wends its way down beneath that sprawling town (this is Arthaus 3rd edition - I can't recall if it appears in previous editions.) Coincidentally, I was reading A1 - Secret of the Slavers' Stockade and there's a lot of sewers and water flowing lazily, and up popped up in my Into the Odd game The Frothing Gates, an architectural wonder where raw sewage flows out of the side of Bastion and into... well, whatever is doused in sewage below.
One of the fun things about Into the Odd is the delight it takes in throwing away all those burdensome mechanics. A bit of a refreshing take on things, wot? Wot? Here you go:
SEWER WRAITH
Sewer Wraiths are generally sluggish and ill-tempered elementals, possibly an alchemical mixture of the elements of Earth and Water and Human Sloth and Disease; not the purer one-element sort that is usually summoned or conjured by Wizards. They arise incrementally through the coalescence of magical effluvia from potion consumption and too-rich foods in the more affluent sections of large towns and cities. Some have speculated that the elemental spirits concentrate around corpses of drowned criminals. They haunt quiet corners where filth flows and swirls and collects, and the bones of the dead dance in the eddies. Turning them is impossible, since the elemental portion is too awful and jealous. Sufficient blunt hits will disperse them for a time, and they take half damage from slashing and no damage from piercing weapons. On a successful hit, the victim must make a Dexterity or Strength save or else be plunged into the muck, taking 1d4 damage from nausea and inhalation of sewage per round until extricated or until a Willpower save is passed. If he or she dies within the mass of filth, then the bones and flesh power the thing and the being's soul is added to its baleful motive.
HP 22, Damage 1d8, Armor 2.
One of the fun things about Into the Odd is the delight it takes in throwing away all those burdensome mechanics. A bit of a refreshing take on things, wot? Wot? Here you go:
SEWER WRAITH
Sewer Wraiths are generally sluggish and ill-tempered elementals, possibly an alchemical mixture of the elements of Earth and Water and Human Sloth and Disease; not the purer one-element sort that is usually summoned or conjured by Wizards. They arise incrementally through the coalescence of magical effluvia from potion consumption and too-rich foods in the more affluent sections of large towns and cities. Some have speculated that the elemental spirits concentrate around corpses of drowned criminals. They haunt quiet corners where filth flows and swirls and collects, and the bones of the dead dance in the eddies. Turning them is impossible, since the elemental portion is too awful and jealous. Sufficient blunt hits will disperse them for a time, and they take half damage from slashing and no damage from piercing weapons. On a successful hit, the victim must make a Dexterity or Strength save or else be plunged into the muck, taking 1d4 damage from nausea and inhalation of sewage per round until extricated or until a Willpower save is passed. If he or she dies within the mass of filth, then the bones and flesh power the thing and the being's soul is added to its baleful motive.
HP 22, Damage 1d8, Armor 2.