The Monstrous Majyc

Well, the meme bug has bitten, and Ravyn asks

Doesn’t everyone sometimes wonder what they’d be if they were an RPG-style monster? I did, as part of a coordinated RPG Blogger Bestiary… and I ended up with this.

Well, no, the thought hadn’t really crossed my mind before.  But now that you ask.

The Majyc

Monster Rating: 95 (typically found on dungeon level 1)
Combat Dice: 10d6+48  WIZ 95
Special Abilities: Mirage – cost 0, can cast once per 10 minutes when not in combat.  Port-a-Vision – cost 0, can cast once per 10 minutes when not in combat. Mystic Visions – cost 0, can be cast once per combat turn.  Wall of Stone – can be cast once per 10 minutes for 0 cost when not in combat, or at normal cost (47) Omniflex – cost 0, once per party, only if captured.  Wink Wing – cost 0, as per Leprechaun ability.  Blow Me To – cost 0, once, after casting Omniflex.

The Majyc is singular, only one is ever found in a dungeon.  It is a small semi-translucent humanoid, about the size of a fairy but without the wings.  It is hard to spot (SR5 vs Int) if it’s not moving.   It will tend to gravitate towards libraries and collections of books, if the dungeon has any, and then use its powers to divert and distract both adventurers and monsters from the area it’s inhabiting.  It will only fight if cornered.  If captured, it will offer to cast Omniflex on one party member; after casting Omniflex it is teleported via Blow Me To to another dungeon entirely.

The Majyc is fond of combining its spells with architectural features of the dungeon in order to discourage and confound trespassers. For instance, it might create the illusion of a pit just in front of a real pit, while concealing the real pit with the illusion of a floor, so that creatures attempting to jump the visible pit fall into the real pit (or vice-versa, so creatures seeing the illusory pit will approach the edge to investigate and fall right into the real one), or put an illusion of a corridor over a Wall of Stone.  It will not, generally speaking, harass creatures that are heading in the proper direction (away from its lair) or attempt to finish them off.  It never possesses treasure of its own, though it is possible that it has established itself in a library that contains rare and valuable items.  It will not take a room that’s an obvious treasure-vault for its home, since that is just inviting trouble from adventurers.  If it can’t find a suitable book-filled area, it will attempt to create one by pilfering books from other parts of the dungeon.  If the dungeon doesn’t have any, it will leave.

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