Friday, February 20, 2026

Siphene - A Strange Animal for Fantasy Gaming

Gemstones that gleam in sunlit shallows and disappear as quickly as they appear. Animal corpses that walk themselves to the edge of the water and toss themselves in. Ropes of translucent slime washed up on the banks. Those who know the ways of the rivers know to keep axes and cleavers close on hand when these things appear, for these are the signs of the siphene.


 

Also known as a water jelly or falser hydra, the siphene is a siphonophore which lives in fresh, running water. The creature's reproductive core, the closest thing to a central body, is an orgy of protoplasm the sized of a balled-up human, nestled deep within an underwater cave. Emerging from the mating ball are dozens upon dozens of tendrils which extend outwards and downstream, carried and distributed by the flow of the river's water. The further out from the central body, the older the individual organisms that make up the siphene get; the three fingered hands which wave on the ends are geriatric, and slough off daily to reveal a new set. Primitive eyespots and sensitive touch and taste receptors line each tendril, and down each runs a nerve cord so that whatever is sensed by one is quickly known by the whole being.

Siphene Limb
HD
: 1; takes 1 damage per die from piercing and bludgeoning weapons 
AC: 14 within water, 10 without
No. appearing: 4d6
Intelligence/morality: the most basic and primitive of predators

Slap
: +2 to-hit, 1d4 nonlethal damage
Grapple: multiple limbs of the siphene can act in concert to drag and drown a single creature. The siphene makes a single roll to grapple, getting +1 for each limb beyond the first.

Treasure Mimic: siphene limbs are invisible while under the water. They can flex their cell walls to refract light and appear as gold or gemstones scattered underwater. Close study quickly reveals these to be false, but also puts one within grabbing range.
Infectious: thick with castoff zooids, creatures who ingest the waters that a siphene dwells in without boiling, or who enter the water while injured or bloodied, must save vs. infection. On a failure, they take 1d6 Con damage from a persistent low fever and digestive issues until treated for disease, but also gain the ability to dowse for bodies of waters. If they die, their corpses rises as a zombie and walks to the nearest body of water to submerge itself and germinate a new clonal siphene core.


Siphene Core
HD
: 8; takes 1 damage per die from piercing, bludgeoning, and slashing weapons
AC: 14 within water, 10 without
No. appearing: 1
Intelligence/morality: as limb

The siphene core has a minimum of 24d6 limbs (larger ones with more HD may well have more), and will retract 6d6 per round to defend itself when threatened.

Treasure Mimic: the core can turn itself into a dazzling disco ball, refracting light that hits it in all directions. Those who look at it must save vs blindness.
Infectious: as limb, except on failure it deals 3d4 Con damage due to the density of zooids in the water.





Siphene - A Strange Animal for Fantasy Gaming

Gemstones that gleam in sunlit shallows and disappear as quickly as they appear. Animal corpses that walk themselves to the edge of the wate...