Friday, May 20, 2022

Monsters of Idalium: Stretchers

One of the more memorable new monsters that I created for the Idalium campaign was the stretcher. (I originally named them stretch ghouls, and then realized years later that this sounded too close to Kickstarter's stretch goals to take seriously.) My players were utterly horrified by these undead creatures, in vast disproportion to their actual statistics. They encountered them two or maybe three times, but the most memorable occasion was the first one, in the sealed Hotel Lethia.

This encounter and monster arose directly from a nightmare I had a year or two before the party actually encountered them in the game. Mechanically, I considered them just a variety of ghoul, and based the stat block off of the ghoul, with just some specifics added to cover their unique attack and the way their stretching arms work. This stat block was designed for B/X D&D, but should work in any version of D&D or its retroclones derived from the original D&D lineage.

Stretcher

Armor Class: 6
Hit Dice: 2**
Move: 90’ (30’)
Attacks: 1 touch
Damage: paralysis / 1d4 life drain
No. Appearing: 1-6 (2-16)
Save As: Fighter:2
Morale: 9
Treasure Type: B
Alignment: Chaotic
XP: 30

Stretchers are undead creatures that live in a perpetual dream state, dimly going through the motions of a parody of their former life. They have pallid white (fish belly) flesh, and a vaguely female form, though their bodily and facial features are rudimentary and vague, as if they are only an imitation of a human being. They do not wear clothes. They do not talk, nor do they exhibit any type of human-like intelligence, having a bestial cunning only.

They prefer to live in enclosed rooms underground, and will spend much of their time sleeping (if the undead can sleep) completely covered by a sheet or blanket. They tend to try to avoid being uncovered.

Stretchers have an insatiable hunger for the human life force, and when they encounter the living, they will reach out with a questing arm, which unnaturally stretches up to 30’ feet, moving at a rate of 10’ per round unerringly towards its target. The arm (and the rest of the stretcher) can squeeze through the tiniest cracks, such as through keyholes, under doors, etc. The touch of a stretcher will paralyze any creature of ogre size or smaller (except elves) unless the victim saves vs. Paralysis. Starting on the round after the victim is paralyzed, the stretcher will begin to drain life force from the victim. This causes the victim to lose consciousness (eyes fluttering, gasping for breath), and does 1d4 points of damage per round. The paralysis and unconsciousness induced by a stretcher lasts 2d4 turns, but can be reversed by a cure light wounds spell.

If an amount of damage equal to half the stretcher’s total hit points is done to an arm, it will retract very quickly, though the stretcher may try again with its other arm. If the other arm is “killed”, it will also retract and the stretcher will flee. The stretcher can only be killed by doing its total amount of hit points in damage to its actual body. When killed, stretchers dissolve into a white, rubbery liquid and drain away through cracks and crevices in the ground.

Any creature whose life force is completely drained by a stretcher will dissolve into the same liquid and drain away (raise dead is impossible) and will reform as a new stretcher in 1d4 days.

As undead, stretchers are immune to poison and mind-affecting spells such as sleep and charm person. They can be turned as ghouls.

 

 


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