Monsters, lots and lots of Monsters……..
A good setting needs great monsters, and the Blight has lots of them. Things that slither, things that gulp, things that spastically follow you down alleyways or across rooftops. Things that are waiting in your attic or under your bed.
Whether they’re old favorites gone wrong such as the Lyme aboleth, mar-eels or Blight sahaugin, or completely new creatures like the bileborn, crathog, the hyme or slop-sharks, they could soon be slithering into your game.
As well as being bloated with foes, the Blight also includes rules for making twisted Between versions of other monsters, with varying degrees of dementedness, to add another aspect to your encounters.
And all these lovely horrors could be slithering their way to you in whatever game system you choose.
Here’s the Pathfinder version of one, the Alchemy Angel.
Alchemy Angel (CR 6)
A stretched, gossamer thing crawls into view, its long pale limbs bent in unusual ways as it gropes its way up the wall, caressing its grime; wan bleach white against filth. The creature is—vaguely at least—extremely tall, at least eight feet in height, if height is the right words for such a flaccid creature. Its skin is sickly and its face is shrunken, like its head, which is pulled back with an injured smile.
ALCHEMY ANGEL CR 6
NE Large fey
Init +6; Senses low-light vision; Perception +10
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 65 (10d6+20 plus 10)
Fort +5; Ref +9; Will +7
DR 10/cold iron
Speed 30 ft., climb 10ft., swim 30 ft.
Melee 2 slams +8 (1d8+4 plus 1d6 cold and paralysis)
Space 10 ft.; Reach 10 ft.
Special Attacks drowning kiss, hypnotic song, paralysis (1d4+1 rounds, DC 17)
Str 18, Dex 15, Con 15, Int 8, Wis 10, Cha 12
Base Atk +5; CMB +10; CMD 22
Feats Blind-fight, Combat Reflexes, Improved Initiative, Stealthy, Toughness
Skills Acrobatics +8, Climb +25, Intimidate +10, Perception +10, Sense Motive +11, Stealth +15, Swim +18
Languages Common, Sylvan
Environment any aquatic
Organisation solitary or love (2)
Drowning Kiss (Su) An alchemy angel can flood the lungs of a willing, sleeping, helpless, or hypnotized creature by touching it (traditionally by kissing the creature on the lips). If the target cannot breathe water, it cannot hold its breath and immediately begins to drown. On its turn, the target can attempt a DC 17 Fortitude save to cough up this water, which snaps the victim out of a hypnotic trance; otherwise it falls unconscious at 0 hp. On the next round, the target must save again or drop to –1 hit points and be dying; on the third round it must save again or die. The save DC is Constitution-based.
Hypnotic Song (Su) An alchemy angel’s song has the power to hypnotize those that hear it, putting them in a trance. All creatures aside from other alchemy angels within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same alchemy angel’s song for 24 hours. A victim that falls under the effects of the alchemy angel’s hypnotic song becomes entranced and instantly stands still. They become susceptible to the angel’s verbal commands as the spell command and if these orders involve any action the creature would not normally take that creature receives a second saving throw to end the effect. Hypnotized creatures can take no actions other than to defend themselves. This effect continues for as long as the alchemy angel sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Mother Angel stay from me
With your kiss so melancholy
Stay away from hearth and home
Leave my babies all alone
My husband waits with pox and fire
To chop and sizzle you on our pyre
So stay in the deep and dark and cool
Remain, silent and still in your murky pool
They say its skin is so clear that its heart can be seen beating within; a black angry organ that blemishes its otherwise angelic, pale aura.
They call it an angel, but in truth it is no blessing. A sick thing that occasionally sheds a wan light along with its skin, the alchemy angel is a thing of bleach and rag and rage that creeps up and along the buildings of the riverside to look for victims, singing softly as it slithers, dislocating its palsied limbs as it lurches up towards its prey.
The alchemy angel is a creature that lurks in the Great Lyme River and occasionally leaves the river by night to hunt, preferring to clamber the rooftops to find an open window to take meat from within. It prefers the freshest meat, and is actively repulsed by those who bear sickness; there are countless tales like the nursery rhyme above that recount the creature recoiling in horror from smallpox or fleeing from the sight of the plague. It likes its meat unblemished; clean, fresh, and although its appetite is slight, like its delicate frame, it is full of guile when it hunts, lurking and looking for an opening into the warmth inside to enter and steal the sleeping occupants within.