No. Appearing: 1d6
Armor Class: 14
Hit Dice: 1
Attacks: 1 (proboscis)
Corpse worms are awful scavengers found in the various caves, ruins, and undercities of the Future-Past. They appear as worms roughly six feet in length and three inches in width. The face of a corpse worm is a hard, blunted point ringed with fleshy holes. Their skin is slimy and incredibly tough, and it is possible that they are a synthetic creation of the Reptoids.
Corpse worms attack by thrusting their face into their opponent’s belly, eyes, or other soft regions like a sickening harpoon. After a successful hit, a corpse worm deals automatic damage every round thereafter until the worm has slain its victim. Thereafter, it will stay in the victim’s body digesting its internal organs. They will only leave the body when finished - which takes several days - or if disturbed in some way.
Grabbing a corpse worm with one’s hands is ill advised. They secrete a strong acid from their skin that will do one die of damage to anyone with bare hands. If some sort of gauntlet or armor is worn, it will dissolve in 1d6 rounds, dealing 1 point of damage to the wearer once the process is completed.
No. Appearing: 1d4
Armor Class: 16
Hit Dice: 4
Attacks: 1 (claw, bite or mucous)
Glassy things haunt the upper levels of the Uz undercity. It is believed to be a martian predator, and it is possible that these creatures swarm the martian tunnels deep below the city of Uz. They are large, six-legged creatures whose body is made of a warbly, transparent substance. The glassy thing’s body is almost in the shape of an onion, while its legs are long and tapered. Its head is little more than a blunt snout ending in a open maw ringed with glistening, transparent teeth. Its eyes, while small, are adept at seeing in the dark and pick up a spectrum utterly alien to man.
On either side of the glassy thing’s body are sacks filled with a horrible mucous. It can propel jets of this mucous up to 120’. This mucous contains a toxin that forces those hit by it to make a saving throw or be paralyzed for 2d6 turns. This is the way by which glassy things hunt their prey.