An iridescent centipede, four foot long and six inches wide. Skitters on walls and ceilings as easily as on the floor.
Emerging from the top of its head is a slender human arm, which it daintily uses to reach into its own mouth and bring out handfuls of silver sand. It throws these into the eyes of prey (save to dodge). If afflicted, a creature gets one round of yawning and staggering action before succumbing to deep sleep.
Stats
HD 2, HP 6, AC 14, Atk throw sand (see below) or bite 1d6, Move 60’, Morale 6
Behaviour
Roll 1d4-1 to determine how many slumbering or dead creatures currently hang from the ceiling (you can roll on your wandering monster table to determine their nature). If it has at least 2 in the larder it will avoid conflict.
Once all prey are asleep it vomits up sticky goo onto their limbs and then drags them up a wall and affixes them to the ceiling, out of the reach of scavengers. It feeds on their spirit as they dream and, when they die of thirst, devours their flesh. They take 1 point of Wisdom damage for every day they sleep.
Waking sleepers
Sleepers can only be awakened by removing every trace of sand from their eyes; this requires 1 pint of water per sleeper. Effects of waking:
- When they first awaken they are groggy and confused for one turn.
- They have vague memories of terrifying nightmares (disadvantage on save vs fear and morale for the next week).
- Twice the player can declare that they remember a nightmare fragment that is relevant to the current situation. The GM describes a terrifying way in which they died in their dream in this exact situation. 50% chance (GM rolls secretly) that this reveals true information; otherwise it is misleading.
Treasure
Each creature in the larder has treasure as per their own stats. Each has a 50% chance of being alive.