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Creature Feature: Seff Guardian

June 30, 2017

This month’s creature feature is the horrific Seff Guardian. Like the Xalot last month, I feel this can be used for either DCC or MCC, and if you you would like to try your luck fighting against one (or more?) of these, you may want to check out “Where The Drowned God Dwells” an MCC adventure I will be running (twice!) at this year’s GenCon.

Art by Jacob Blackmon

Seff Guardian: Init +0 on land, +4 in water; Atk tentaclaw (1d8+1) or bite (1d5+1); AC 14; HD 2d8+2; hp 12; MV 20’ land, 90’ swim; Act 2d20; SP: amphibious, infravision, camouflage, hypnotic spray, poison bite; SV Fort +2­, Ref +2­, Will +2­; AL C.

The Seff are an enigmatic race of chaotic aquatic roughly bipedal cephalopods who delight in taking slaves for nefarious purposes in their undersea dens.

The juvenile Seff Guardians are the most commonly encountered, but larger (and deadlier) Seff Overseers are known to exist and rumors persist of ancient Seff Wardens who rule over undersea empires.

When encountered in the wild, Seff Guardians will attack from stealth whenever possible. Their natural camouflage ability (which gives +10 to stealth when underwater and +5 when on land) helps keep them hidden and their hypnotic spray is a quick way to incapacitate a victim to drag back to their lair. The hypnotic spray is a jet of noxious liquid that can blind and stun. Treat as Color Spray (DCCRPG page 135) with an automatic effect of 18 (but lower the two saves to just DC 12) and a range of 20’ affecting just one creature.

Seff Guardians have six (or more) 4’ to 6’ long tentacles it uses for both locomotion and another four 8’ to 10’ tentacles on it’s upper body used for offensive attacks. Normally retracted, their sharp claws can extend to rend flesh or grip to aid in climbing or moving on land. The mouth of a Seff Guardian is filled with rows of razor sharp teeth, and their bite injects a soporific poison which causes paralysis unless a DC 10 Fortitude save is passed.

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Categories: Uncategorized
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