Take a head, give it crab legs and stone teeth, and you have
the dossenus. At CR 1, it doesn’t
seem like much of a threat. But
given that two can occupy a single space (and are considered flanking), and
that an infestation can involve 20 of the creatures (that’s not even counting
when they swarm), they suddenly get a bit scarier. Plus those teeth can tunnel through stone and act as
adamantine in terms of overcoming damage resistance and hardness, so hiding
isn’t an option. At least they're
afraid of water…but in the Realms Below, water is so scarce that using it as a
refuge just means handing yourself over to something worse…
(As a bonus, they speak Aklo and cannibalize their dead.
That’s never a good sign in your subterranean horrors. Oh, and their religion involves eating
all other forms of life. This may
make me sound prejudiced, but…yikes.)
Let’s address the elephant in the room, though. Dossenuses don’t feel like
Pathfinder…or at least, they don't feel like Golarion. They don’t even feel like D&D’s
modern Underdark. They feel like a
throwback to 1e AD&D, before the Dungeoneer’s
Survival Guide began to codify Deepearth into the Underdark/Darklands we
know today. They read as Fiend Folio monsters, not Bestiary monsters.
That doesn’t mean I don’t like them.
Ages and ages ago, I wrote about gugs and their place in an Uncertain Underdark…a weirder place that the Darklands we know today:
[A] more 1st Ed.,
pulp-era world of dark caverns and lost, strange cities and weird, alien
monsters.
And I do mean
weird. Look up Dragon #281 (this isn’t something I usually
encourage, but you can find a PDF in seconds if you Google) and check out
“Subterranean Scares” by Joseph Terrazzino. In a world of two-headed
jawgs, snake-vomiting genocids, and verx swarms, gugs fit right in.
And so do dossenuses.
I don’t know if I want them in my usual Pathfinder games—I’ve got shriezyx
for that. But I sure as hell want
them in my unusual Pathfinder games.
Adventurers are
exploring deep underground when their path dead-ends at an opening
overlooking a small, crystal-lit cavern. Below, dossenuses are holding a
funeral ceremony, consuming three of their kin. If the adventurers are spotted, the aberrations abandon
their rite to honor their god by devouring the living. Adventurers can fight or flee across a
nearby river, but that second option puts them in the domain of a lampad, one
of the strange weeping cave nymphs.
A street preacher
worships the Graveyard God in one of his ancient, obscure aspects, the Eater
of the Dead. Working in secret, he
opens a passage to the caves below the city, and dossenuses come boiling out to
consume new flesh. The preacher is
the first to be consumed, but whatever scraps are left over begin to coalesce
and grow, animating as a hungry flesh.
Whether this is the god’s reward or punishment is hard to say.
Captured by duergar,
adventurers face a lifetime of slavery.
Then a drow army attacks the city.
Being surface dwellers, they are allowed by the armies to serve as
medics and message runners in situations where a gray dwarf or dark elf would
be executed as spies. Just as they
begin to settle into their roles, the warring armies are forced to unite
against a new threat—hundreds and hundreds of swarming dossenuses on the march. Since neither army trusts the other,
the surface adventurers will have to lead the defense.
—Pathfinder Bestiary 4
63
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