Belabra Lair
Terrain: Temperate Forest
Total Party Levels: 30 (average 5th)
Total gp XP: 4,000
Monster XP: 3,325
Story XP:
Complete: 7,742 Defeat: 3,871
Retreat: 1,936
Set Up An underhanded mage/thief wants to rob the
woodland house of an old wizard, but he has heard
that the abode is guarded by a terrifying monster.
Knowing the mage is currently away, he hires the
PCs to deliver a message to the wizard, hoping they
will draw the attention of the monster while the
wizard sneaks in and helps himself to what'’s inside. '• As a dying
request, an old wizard asks the PCs to
go to his cottage in the woods and free his pet, '“Snooki.'” He'’s
too far gone to mention that
Snooki is a belabra trained to guard his home.
The Lair
Winterthur Redberry is an eccentric wizard
who has a cozy cottage in the woods. Since he
lives outside town and doesn'’t want to have to carry
too many offensive spells every day, he acquired a
guardian for his home. The guardian, a belabra he
named Snooki, has faithfully performed its duties
for years. Though it has been trained to grasp and
hold intruders when the mage is at home, Snooki
tends to get confused about what to do if the wizard
is away. If harmed, Snooki will attack full force.
Unknown to the PCs, Snooki has also just become a
mother, giving birth to six little belabra babies.
Snooki will fight to protect them, too. If using the
first Set Up, the DM should change the description
to fit the circumstances.
The Wizard’s Cottage
After traveling for about three hours through the
woods, the PCs come upon the wizard'’s house. It is a
cozy whitewashed cottage with a small herb garden
out front. A large gray rock sits under a leafy, green
tree off to the right of the garden. A small, beaten
earth path leads to the door.
As the PCs approach the house, two tiny tentacled
belabra babies glide by on an errant gust of wind. If
they are attacked, if the PCs turn to watch them, or if
the PCs move to enter the house, Snooki (the rock)
launches an attack at them. The babies fight as well,
drawn by the sounds of battle and seeing '“Mamma'”
beset.
Snooki (belabra): Int Low; AL N; AC -2 (head), 6
(tentacles); MV 3, Fl 6 (E); HD 4+4; hp 36; THAC0
15; #AT 1 entangle or 1 ram; Dmg 2-8 (ram only);
SA Bite and barbed tentacles; SD Blood spray; SZ M
(5'’ long); ML Champion (16); XP 975
A head ram causes 2d4 points of damage. The
barbed tentacles covering the head inflict 1d4+2
points of damage to creatures caught in them. The
bite of the belabra causes 1d8 points of damage. The
AC 6 parts of the creature can only be reached when
the belabra has entangled a foe. Its injured tentacles
spray a gray-white blood that requires all humans,
elves, and halflings within 10 feet to save vs. poison
with a -3 penalty or be partially blinded and be overcome
with a sneezing fit. Those so affected suffer a -4
penalty to their attack rolls and their AC is penalized
by -2 for 3d8 rounds.
Baby Belabras (6): These little newborns have the
same statistics as their mother, except their head ram
inflicts only 1-4 points of damage, their THAC0 is
18, they are HD 2+2, and each has 16 hp. Their tentacles
cause only 2 points of damage and their bite
causes 1-4 points of damage. Their blood has the
same effect as their mother'’s. Babies do not check
morale as long as their mother is still fighting. If she
falls or abandons the fight, they immediately try to
flee. The babies are worth 175 XP each.
If a fight begins, the herbalist (a druid) hears the
commotion and comes to investigate. He sides with
the belabra, since he knows old Winterthur and
Snooki quite well. He shouts one warning, bidding
everyone to stop fighting. Then he uses his spells to
disable the PCs so they stop harming the poor belabra
and her newborns.
Denius Autumnleaf, Herbalist, (N hm D6): AC
7; MV 12; hp 41; THAC0 18; #AT 1; Dmg 1-8; SZ M
(5'’7'”); ML Elite (14); Str 13, Dex 12, Con 11, Int 10,
Wis 16, Cha 16; XP 650
Denius wears leather armor and carries a wooden
shield. He uses a normal scimitar. His spells for the
day are: animal friendship, cure light wounds x2, entangle,
faerie fire, charm person or animal, goodberry,
obscurement, speak with animals, warp wood, plant
growth, and summon insects.
The druid pays the PCs 2,000 gp if they do not kill
Snooki (or her babies) or disable or free it elsewhere.
If they stop a break-in, they receive a reward of 500
gp (and earn 650 more XP for the thief), and if they
capture and sell one belabra baby, it is worth 1,500 gp.
They should be unable to capture more than one, and
if the druid is still there, he tries to prevent it.
Denius tries to dissuade the PCs from taking any of
the belabras by offering his services as an herbalist for
free. He implies he is gaining power and might someday
become a very high-level druid. Should they become his
enemies, the PCs will want to avoid the woods.
Belabra
This creature resembles a man-sized flying jellyfish with twelve
long tentacles. Four thin eyestalks protrude from its cap. Its cap
is blackish-gray and its eyestalks are dark gray.
BELABRA CR 3
XP 800
N Medium aberration
Init +2; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 30 (4d8+8 plus 4)
OFFENSE
Speed 5 ft., fly 20 ft. (poor)
Melee slam +6 (2d4+2), tentacles +4 (grab) or bite +6 (2d4+3),
tentacles +4 (grab)
Special Attacks acidic blood, tentacle-barbs
STATISTICS
Str 14, Dex 15, Con 14, Int 7, Wis 12, Cha 11
Base Atk +3; CMB +6 (+10 grapple); CMD 18 (can'€™t be tripped)
Skills Fly -2, Perception +10, Stealth +9; Racial Modifiers +2
Perception
SPECIAL ABILITIES
Acidic Blood (Ex)
Each time a belabra is hit with a slashing or piercing weapon, all
creatures within a 10-ft. radius must succeed on a DC 14 Reflex save
or be sprayed by the creature'€™s acidic blood. The save DC is
Constitution-based.
A creature that fails its save is partially blinded and overcome
with fits of sneezing. Both effects last 1d6+2 rounds. An affected
creature takes a '€“1 penalty to AC, loses its Dexterity bonus to AC
(if any), moves at half speed, and takes a '€“2 penalty on
Perception checks and on Strength'€“ and Dexterity-based skills and
checks. All checks relying on vision (such as reading and
Perception) have a 50% chance of failing. All opponents are
considered to have concealment (20% miss chance) relative to the
blinded character.
Tentacle-Barbs (Ex)
A belabra'€™s tentacles are lined with razor-sharp barbs. Anytime a
grappled creature attempts to break free, it takes 1d4+1 points of
piercing damage from the barbs.
Belabras are large, jellyfish-like omnivores that dwell in deep
forests and thick undergrowth. They sustain themselves on a diet of
plants, berries, and rodents. Particularly hungry belabras will
attack larger creatures (such as humanoids).
Belabras (called '€śtanglers'€ť by some) resemble jellyfish about 5
feet in diameter. Its eyes have no pupils. A small, bird-like beak
is hidden among its array of tentacles. A belabra attacks by
slamming into its opponents with its hard, chitinous shell or by
lashing out with its tentacles. Grabbed opponents are pulled in and
bitten.