Nomophage
From Garamondia’s Optical Dungeon
Law eaters. Militant agents of chaos itself. They infiltrate worlds to undermine hegemonic societies and, especially, religions. As disciplined as black ops. A large horror.
Imagine a tall humanoid with 6 spiny, oddly jointed insectoid limbs and a head like a giant mosquito. They wear baroque, ornate suits of heavy armour made from an iridescent metal that rings when struck. They can speak all languages in a droning, buzzing way.
| Hit Points: 27 (6 HD) | Armor: 3 |
| Hit it: normal | Dodge it: hard |
| Move: normal | Size: large |
→ How to read monster stats
The nomophage is a horror. It can only be killed if the person doing the last blow succeeds on a save versus fear. If the killer fails, the nomophage survives with 1 HP, terribly mangled, and can run immediately.
The nomophage projects a terrible aura that frightens every living creature seeing it for the first time unless they fail a saving throw.
Attacks (3/round)
Chaotic Rake. The nomophage makes a melee attacks (1D8). On a hit, the target must save or mutate. Mutations take an inventory slot.
Fractal Blade Whirl. The nomophage makes a melee attacks (1D10). On a miss, the target has disadvantage on its melee attacks against the nomophage for 1 turn.
Coprophagy. The nomophage starts absorbing a corpse with its proboscis and heals 1D6 HP. A human-sized corpse can feed a nomophage a maximum of 3 times.
Encounter
Number : 1 Lair : A metal cage-fort that is different every time you look at it. Desire : Tople religion.
What it is doing.
Loot It
Law eaters always carry their oversized (+1 damage die size) radium weapon, as well as … (roll 6 times)
- Nothing.
- Nothing.
- A baroque piece of jewelry worth a Bag of Silver.
- An ornate iridescent piece of armor worth a Bag of Gold.
- A vial of Law Solvent.
- A time-space dimensional key that can be used once to jump1D100 days in the future.
Study It (1D6 Mutations)
If you’ve heard of nomophages, you can spend time and ressources between adventures to research them. You need gold to gain access to the right madman, library or laboratory to do so. For each Bag of Gold spent this way, you have 1-in-6 chance to have a breakthrough. If you have access to a specimen, you have advantage on your roll for a breakthrough.
Once you have broken through, each new Bag of Gold spent researching will trigger the following mutation. Roll 1D6:
- You lose a limb of your choice.
- You mutate a new insectoid arm.
- One of your eyes splits in 2D6, and you gain knowledge of a heresy compelling enough to recruit as many cultists.
- You gain a new articulation in one of your limbs. You can cast Genoplasm with 1 MD as many times per day as you got this mutation.
- You grow a 1’ proboscis. You can take a turn to drain fluids out of a fresh dead body and heal 1D4 HP. This dries the body out. Increase the die size each time you get this mutation.
- Roll twice.
