TEXT: The Ecology of the Odopi
  The Ecology of the Odopi
  The Ecology of the Odopi
  The Ecology of the Odopi
  The Ecology of the Odopi
  
  About
  The odopi is a many armed beast that first appeared in the
  Monster Manual III for edition 3.5 of the Dungeons and
  Dragons game. Since that time, the odopi has not been
  updated, nor has it been explored in any greater depth than its
  original monster entry.
  This product is intended to breathe life back into the
  creature using a format that takes much of its inspiration from
  the "Ecology of..." articles from Dragon Magazine. The
  creature's life cycle, origins and behaviors are explored along
  with a grab bag of other goodies such as statistics for the
  various stages of an odopi's life, and even a small encounter
  including a cluster of the beasts.
  The encounter is set in the Pasocada Basin in the Torillian
  continent of Anchôromé, but can easily be placed almost
  anywhere, particularly in badlands where tumbleweeds are
  more common than trees.
  This book has been given the tag ANM4 which is an
  acronym for an “Anchôromé Mini-Supplement.” Books with
  this tag are article sized (or smaller) PDFs produced for the
  Anchôromé Campaign but transferable to just about any
  setting.
  Credits
  Author
  Jon Hild
  Cover Frame
  David Zajac   
  Page 2 Art - "Odopi"
  Blanca Martinez and Joe Sparrow  
  http://www.dungeonsanddrawings.com/2011/02/odopi.html
  Cartography
  Dyson Logos
  Legal
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  An elder odopi rampaging 
  through Mechanus
  2
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  The Ecology of the Odopi
  T
  akoda approched the strange bush slowly,
  having never before seen such bizarre flora. It’s
  branches radiated outwards from a central
  globe in a near perfect sphere and fist sized
  flower buds capped each end. While most of the
  hearty bushes in the area were a dry brown,
  this one had a clear hint of orange. 
  Almost a half dozen of the plants remained in roughly a
  circular pattern near the mesa and only a few hundred feet
  from the entrance to Ukolo's turquoise mines.
  How these plants sprouted so quickly, Takoda could not
  understand, but he reached out to touch one of the lightly
  furred branches. He noticed that it’s bark felt more like rough
  flesh than hardened wood.
  He reached for a bulb and pulled it slightly toward himself,
  determining just how strongly they clung to the branch. The
  bulb remained firm and when he released it, the branch
  sprang back to its starting position, vibrating temporarily.
  It was at that moment he heard a distant gurgling sound, as
  if one of the other miners had been forced underwater. Takoda
  was in the badlands however, and any significant quantity of
  water that could be used in a drowning would not be found for
  many miles. Not to mention, he did not see any of the other
  miners.
  Ahote and Ourey had obviously wandered off somewhere,
  perhaps to relieve themselves, but usually they would give
  Takoda an indication that they‘d be out of sight momentarily.
  He would be sure to scold the young ones when they returned.
  As he peered into the distance to find the source of the
  sound, Takoda felt something hard and cold smack into his
  shoulder. He looked at the ground and a fist sized rock had
  struck him where it would most certainly leave a terrible
  bruise. When he thought it must be that trickster Ahote once
  again hiding alongside the mesa, he became very angry. “That
  rock hur...” he blurted our just as another struck him directly
  in the forehead.
  This one was more of a direct hit and Takoda’s vision
  blurred. From around the mesa a creature rolled towards him
  as if it were a tumbleweed blown by the badland winds. This
  was no dried tangle of plant matter however and all he could
  see through the haze were a jumbled collection of hands with
  what had to be eyeballs on their orange hued palms.
  Realization dawned on the miner as he turned to face the
  bush he had just been toying with. The buds had opened
  revealing dozens of eyeballs that all focused on him now while
  at least a dozen other arms ripped the central globe from the
  ground. The newly born abomination reared itself up,
  momentarily towering over the stunned miner. The gurgling
  sound now surrounded him as bush after bush pulled itself
  from the ground and headed towards him.
  The last thing Takoda saw was the gnashing teeth in that
  globe and the grasping arms and hands that pulled him
  towards it. He felt the pain first in his injured shoulder and
  then he felt the lifeblood pour from his neck. Feeling the pain
  of being consumed alive, he could only hope that the darkness
  would take him soon.
  Odopi
  Not much is known about the odopi by sages of the Material
  Plane because the abomination is a thankfully rare encounter.
  Even those who specialize in categorizing and identifying
  such threats might be pressed to name these creatures from
  description.
  A Carcerian Monstrosity
  The odopi is an abomination whose origins are not of the
  Material Plane. Rather, these foul creatures hail from the
  prison plane of despair known as Carceri. Here, beings
  welcome nowhere else in the multiverse are locked together
  within an infinite prison. While secret ways out of the plane
  exist, they are heavily guarded, hidden, or both.
  If anything can truly be called such, the odopi are a native
  race to Carceri, specifically the desert lair known as Minethys.
  While some believe they are a result of a Far Realm incursion
  that dates back too many millenia for recorded history to
  account, others believe they are a byproduct of the terrible
  Hundred-Handed Ones, also known as the Centimanes or
  most commonly Hecatoncheires.
  Certainly their appearance indicates this latter connection,
  but the Hecatoncheires do not claim the beasts as their own.
  It is more likely that the odopi were formed from the spilled
  blood of the Hundred-Handed Ones in some titanic battle
  during the time before time. What is certain is that odopi are
  now natives of the plane, and hopefully they remain prisoners
  where the destruction they can wreak is contained.
  Start of an Odopi Life Cycle
  An odopi has a life cycle that takes on aspects of the plants
  known as salsola tragus or more commonly, tumbleweeds. At
  first, the odopi begin life as fist sized seeds that appear much
  like an orange hued nut. The "shell" of this inert odopi is
  incredibly hard at AC 19 but has only a single hit point. The
  seed is immune to both fire and cold damage making it well
  suited to both the hot desert days and cold nights. Eating one
  is deadly poisonous and causes 27 (6d8) poison damage.
  In order to germinate, these creatures must be drenched in
  blood. Odopi adults are occasionally attentive and willing to
  provide such nourishment to their own seedlings, but more
  often than not seeds are simply left buried. They can lie for
  centuries until blood is unknowingly spilled upon their soil.
  Within only a single day, small furred orange sprouts will grow
  from the earth, forming a central mass and branching
  outwards into dozens of knobby branches.
  Within a tenday, the branches form bulbs which could easily
  be assumed to be flower buds on an odd looking bush. These
  bulbs are in fact the immature hands of the odopi which
  eventually burst open and expose the hand's single eye. At that
  point of maturity, the beast gets its first look at the world to
  which it is about to bring much calamity.
  The odopi takes a full action to extricate itself from its
  shallow roots, but it is born ready to do combat. As it did
  when it was only a seedling it wishes to feed only on warm,
  living flesh and blood.
  3
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  Adult Odopi
  Despite the fact that they often enter into adulthood in
  clusters, odopi are fiercely independent creatures and go
  about their own way, often intentionally heading in opposing
  directions to their kin. The abomination does not need to rest
  and has darkvision, so there is very little time when it is
  inactive. Finding a sedentary odopi is highly unusual and
  typically only occurs if it is recovering from a recent battle.
  Odopi regenerate quickly, so even this time is minimal.
  Odopi continue to grow after they have entered adulthood,
  but they have an average diameter of 24 feet. On flat desert
  plains their size makes them visible at a distance, so they
  enjoy badlands where they can hide behind large
  outcroppings or even alongside a mesa or cliff.
  Their rolling movement allows them to travel fast, and even
  a creature who sees them coming would be hard pressed to
  outrun an odopi unless the one being pursued is mounted.
  The numerous hands of an odopi makes them fast climbers as
  well even though their bulk requires quite a feat of strength to
  drag up the side of a cliff. Fleeing an odopi by heading
  upwards will only really slow down would-be prey.
  Odopi are not harmed by the touch of water but they cannot
  swim, so they do not hunt or lair near large bodies of water.
  They do need to breathe and can drown if submerged, so
  crossing a deep river is an effective way to elude their pursuit.
  Odopi are cunning though, and usually know their
  surroundings well enough to counter this tactic. Odopi usually
  find a means to head off their victim.
  Odopi are Huge creatures, but can squeeze and manipulate
  their bodies so that they may pass through openings even of
  Medium size. They are not even slowed if their central globe
  can pass through an opening.
  Elder Odopi
  Odopi do continue to grow throughout adulthood, but have an
  upper limit when living on the Material Plane. The ambient
  energy of Carceri which encourages adaptation and increased
  survivability allows some of these monstrosities to grow to
  truly awesome proportions. Known as the elder odopis, these
  rare creatures can reach upwards of 50 feet in diameter. They
  too can contort their strange bodies, but an opening must
  allow Large creatures for an elder odopi to pass through.
  An elder odopi rarely makes it to the Material Plane, but if
  one should find its way through the summoning of an
  extremely powerful mage or a portal, it can wipe out entire
  villages in a single day. Elder odopi can eat almost their entire
  weight in flesh if the food is available. All odopi are strict
  carnivores.
  Attack Tactics
  Odopis are proficient at throwing rocks and other small
  projectiles at victims and often do so while approaching.
  Unlike most creatures who need to stop and take aim, odopi
  can attack during their movement, using the momentum of
  their roll in order to give their projectiles increased damage.
  When an odopi closes in on its prey it will trample its
  victim, occupying their space while causing a combination of
  bludgeoning and acid damage. An odopi's teeth are
  surprisingly ineffectual as an attack, but eventually tear into
  unconscious and dead victims that are drawn into their bulk.
  Odopi as Minions
  As stated earlier, odopi are mean and independent creatures,
  but normal adults at least can end up as minions to more
  powerful creatures. Warlocks whose patrons have ties to
  Carceri in particular are often accompanied by an odopi.
  While they are chaotic beings, a mortal powerful enough to
  transport an odopi out of Minethys might be able to get one to
  agree to serve for a set time. If at any point the master shows
  weakness, however, the odopi will turn on them.
  They enjoy their time on the Material Plane and would not
  want to risk an early dismissal by angering their benefactor
  under any other circumstances.
  Odopi Language
  All odopi are born capable of understanding Abyssal but are
  not capable of speaking. Some who serve masters for
  extended periods of time are taught additional languages;
  most often the Common tongue.
  Among themselves, Odopi have a language of sorts that
  requires rapid hand clapping and alterations in the gurgling
  sounds made by their central masses. This language is highly
  efficient and they can communicate complex ideas in very
  short amounts of time with each other. Regardless, they don't
  desire to cooperate with each other often enough for this to be
  of much assistance.
  Only odopi can ever speak this language, though beings
  with 24 Intelligence or higher might be able to learn its
  complexities enough to understand.
  Enemies and Allies
  Odopi do not have any particular racial hatred, their cruelty is
  universal. They will even prey on fiends in the depths of
  Carceri. However, odopi do prefer to consume mortals, which
  explains their strong desire to find a way to the Material
  Plane.
  Some rare (and powerful) yugoloths hunt odopi for sport or
  will trap one with gargantuan adamantine nets and secure the
  creatures for the collections of the extremely rich or powerful.
  The Hundred-Handed Ones do not treat the odopi any
  differently from other creatures.
  Outside the Prime
  Even more rarely than on the Material Plane, odopi have been
  menaces elsewhere in the multiverse.
  One of the largest elder odopi was once transported to
  Mechanus in order to distract modron forces while the aspect
  of Orcus known as Tenebrous usurped the power of Primus. It
  would stand to reason that this would draw modrons into the
  list of odopi enemies, but the modrons are too calculating and
  logical to allow emotions like anger to guide their judgments.
  Odopi are not immune to the memory draining effects of
  the River Styx, but some have used this route to blindly
  escape from Carceri in the past. Occasionally, an odopi that
  remembers nothing of its past life can be found wandering the
  adjacent planes of Hades or in the Abyss. A coven of Night
  Hags once put down an elder odopi who wandered onto
  Hades and was unsubtly consuming hordes of newly formed
  larva.
  4
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  In the Mines of Ukolo
  Background
  This is a short set of encounters that nevertheless requires
  powerful PCs to complete (four of 11th-12th level).
  As the primary source of turqoise in the entire Pasocada
  Basin, the Ukolo Mines are well defended and highly valued
  among the Azuposi people. An above ground town has only a
  few hundred inhabitants, but the mines themselves have
  dozens of small settlements whose inhabitants rarely travel
  aboveground. Central markets in town carry supplies and the
  miners bring great quantities of the precious blue stone to
  trade and it eventually makes its way throughout the Basin.
  A short time ago, mysterious orange bushes appeared
  outside of one of these underground complexes. This small
  area has access to vast amounts of fresh water because of an
  underground river, and they share their precious commodity
  with other nearby communities.
  The bushes grew like fireweed in a bonfire though and
  revealed themselves to actually be the larval form in the life
  cycle of a terrible monstrosity. These many armed, many eyed
  abominations killed over a dozen miners and have trapped the
  rest of the community behind barricaded doors. A young girl,
  daughter of one of the lost miners named Takoda, managed to
  escape by jumping into the river and eventually washing up
  near another mining community close by. According to this
  young Azuposi, supplies are running low and heroes are
  required to rescue the besieged. Luckily the PCs happen to be
  available and nearby.
  Reward
  The miners reward the PCs with 5,000 gp worth of turquoise
  jewelry made by their finest artisans and a strange black,
  teardrop shaped stone. This is a king's tear (also worth 5,000
  gp) which reveals a valuable secret of the past.
  5
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  Features
  The following features are common throughout the complex.
  Light. Location 1 is dimly lit, but beyond that the caves go
  completely dark and PCs must have their own light sources.
  The besieged Azuposi in location 7 are carrying lanterns.
  Sounds. The sound of water flowing can be heard
  throughout the complex but is particularly loud in location 3
  making it difficult to speak at times. PCs must yell in order to
  speak over the din of the waterfall.
  Ceilings. This entire region is naturally formed and not an
  actual part of the nearby turquoise mines. The ceilings are
  much higher than elsewhere, ranging from 30 feet at the
  entrance to 60 feet in location 3.
  Location 1 - Entrance
  Five holes can be found at this entrance to the small
  community of miners that live within these caves. These holes
  are where the immature odopi sprung forth from the ground
  and their number might clue the PCs into how many of the
  creatures they will eventually be put up against.
  This portion of Ukolo's mining area is actually bereft of
  turquoise, but it has been settled by miners who work
  elsewhere within the vast underground complex that is Ukolo.
  Water is scarce elsewhere in the underground region, but it
  is plentiful here, and many other communities depend of this
  area. If it stayed shutdown, the Azuposi trapped insinde would
  not be the only ones to suffer.
  PCs should make a Wisdom (Perception) check or
  Intelligence (Investigation) check if they decide to search the
  area. A score of 14 will let the PCs notice that a small ceiling
  collapse occurred here within recent weeks and a score of 17
  will allow the character to find some dried blood, A miner was
  killed here during the ceiling collapse and it was his blood
  that awakened the long dormant seeds that had been located
  here.
  Location 2 - Living Quarters
  When the odopi pulled themselves from their "roots,"" they
  first came to these living quarters and smashed through its
  northwest entrance. Ten miners were killed, but they bought
  time for their children and infirm to escape through the
  northeastern exit.
  The survivors are now holed up and under siege in the
  guard rooms (Location 7) but one of the odopi remains,
  consuming a grisly meal within its mass.
  Personal affects of the miners can be found in abundance
  here including clothing, dried bits of meat, small heirlooms
  and knick-knacks. Thorough PCs will only find about 17 gp
  worth of loose coinage. The central firepit has long since
  burned out leaving the room in total darkness.
  Location 3 - Great River Chamber
  This cavern has ceilings that reach up to 60 feet high, and
  unlike most of the underground complexes of the Ukolo mines
  there are stalactites up above.
  The underground river which flows through the complex
  flows here from the northeast and once continued southwest,
  carving out the entrance and all of the side chambers. One of
  the earthquakes caused by the Spellplague rent a fissure
  which essentially cut the complex purely in half along the NW-
  SE axis.
  The river now flows southeast along the fissure further into
  the mines. Takoda's daughter Matoaka escaped by jumping
  into this river which left her bruised, battered and half
  drowned near another settlement.
  The odopi watched her escape and one attempted to follow
  her, but drowned when the river became too deep for it to
  traverse.
  The fissure is 30 feet deep and two bridges, one to the
  north and one to the south, span the gap. They are both
  sturdy, meant to accept carts full of rough stone.
  On the north side of the fissure, the stone is worked and
  points of light can be seen flickering by the northeastern
  corner. Two murder holes leading to Location 7 can be found
  in this corner and an odopi is attempting to reach its hands
  through the thin slits.
  Occasionally the odopi backs up and arrows immediately
  fire from the murder holes, but even if they cause damage, the
  creature regenerates the injury quickly.
  The cavern is incredibly loud because of the waterfall and it
  might have been possible for the PCs to have snuck up on the
  creature were there not also a small thirst of four stirges that
  attack from the stalactites above. Once the PCs engage the
  stirges, the odopi will turn to face them as well.
  If the odopi and stirges are slain, loud celebration can be
  heard from the slits. Eight miners and six children (all
  commoners , the adults are armed with crossbows) stand
  behind the northern wall and will converse with PCs through
  the wall. They warn the PCs that "a really big one" is keeping
  them hard pressed to the east, but it cannot get to them. The
  miners are running out of food and cannot remain trapped
  forever.
  They also mention that there is a secret door off to the left,
  but they will not open it "as long as those foul beasts are out
  there."
  Location 4 - Kiva
  This is chamber is where the miners used to honor the spirits,
  particularly Hli'akwa the Turquoise Man. Remnants of old
  fires can be found in the center and there is an opening up
  above that not even a child could fit through.
  It serves as a natural vent for the smoke that was produced
  here and a light updraft can be felt. After a thousand feet, the
  vent veers west and leads to an aperture to the aboveground.
  One of the odopi had recently traveled north along the
  fissure looking for a way to get to the trapped miners, but after
  realizing the fissure only headed deeper into the earth, it
  turned back and will pull itself up from the fissure bottom and
  likely entrap the PCs in this room.
  6
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  Location 5 - Living Chamber
  Besides the kiva, this chamber was the only other social
  center for the small community of miners and their families.
  Seven adults were trapped within when the two multi-armed
  abominations rolled around the corner and within minutes
  they all lay dead, bludgeoned by the odopi's pounding arms.
  The two odopi here uncharacteristically work together in
  order to distract PCs while the other uses its trampling
  charge ability. The unengaged odopi will temporarily move
  away from the PCs only to return at full speed so that it can
  activate the ability.
  Location 6 - The Elder
  When the odopi began to sprout, the ancient parent who
  seeded them hundreds of years ago somehow was made
  aware. It followed old pathways in Carceri (in a region that
  connects to the Spirit Realm) which leads to the Material
  Plane and came to join in the mayhem its children would
  most certainly cause.
  Now the elder odopi smashes repeatedly into an iron
  fortified doorway that it has yet to breach. It knows that
  behind the doorway, it can find the miners and their children
  and if it can only break through, all the odopi will feast well.
  The room itself contains a dusty mural which depicts the
  golden city of Michaca on a bright day and covers the western
  wall. A bridge spans the river here which flows quickly to the
  southwest.
  Read the following when the PCs turn the corner from the
  bridge.
  Now that you have encountered and defeated a number of
  these foul many-armed abominations, you think you have a
  good understanding of their tactics, strengths and weaknesses.
  You are prepared for however many might still threaten you!
  Then suddenly you hear a crash which shakes the chamber
  and loosens stones and dust up above. You bring your light
  around the corner and one of the creatures stares back at you
  with its many dozens of eyes. This creature is at least twice the
  size of the others and it immediately begins to roll towards you
  in a charge!
  The iron door which holds the elder odopi back was luckily
  reinforced by magic long ago, and so far it has served to keep
  the foul creature at bay. However, the very walls surrounding
  the door are starting to give way.
  It would not be much longer before the elder odopi made its
  way to Location 7, where the last of the miners would make a
  valiant, but ultimately futile stand.
  Location 7 - Panic Rooms
  Since the days of the Spellplague, Ukolo has seen very little
  strife and little to no crime or war among the Azuposi who
  work it. At worst, there are occasional monster incursions
  from the deeps, particularly when a new region of the mine is
  opened up. These "panic" rooms have thus fallen into disuse.
  Despite the passage of time, they have served the remaining
  miners well, keeping them alive just long enough for the PCs
  to arrive and end the odopi menace.
  Conclusion
  The PCs should be able to defeat the odopi incursion and
  when the last one is slain, the miners will tentatively exit the
  panic rooms through the secret door in Location 3. They are
  bruised, frightened and starving, but will recover somewhat
  quickly. After securing provisions, they invite the PCs to the
  kiva (Location 3) to bless their heroes with a prayer to the
  Turquoise Man.
  In addition to the reward indicated at the beginning of the
  encounter, the spirit Hli'akwa gives them each a special charm
  known as the charm of wealth, and the PCs will feel a golden
  warmth enter their bodies after the miners finish their prayer.
  This charm will only last until the next time the players roll
  for random treasure any time in the future. Just one time, they
  may roll twice as if they had advantage and use the roll which
  indicates a grander treasure (either in GP or in rarity for a
  magical item). After this occurs once, the feeling disappears.
  Further Exploration
  Ukolo is a massive mining complex and town which has
  existed for many centuries. New areas are opening up all the
  time, and powerful characters like the PCs would be welcome
  to stay, likely free of any charge, for as long as they pleased.
  In addition, odopi, include elders, are not normally capable
  of sensing the "birth" of their children. Is there something
  more sinister afoot here? How exactly did the elder odopi
  know? And worse yet, where exactly is this planar connection
  to the prison plane of Carceri!
  The king's tear can also be a great source for a future
  adventure in the great land of Anchôromé. The stone's vision
  is left for the DM to develop further adventures, but for such
  powerful characters it would most certainly need to be epic!
  King's Tear
  Wondrous Item, legendary
  These stones are teardrop shaped and transparent
  smooth surfaced stones which can be of almost any
  size, but are typically an inch in length. They are
  believed to be unbreakable by mundane means and
  cannot be marred in any way.
  Each stone can be peered into and the observer will
  be shown a vision of a clearly detailed image or
  scene. Some of these images are of people, others
  of places, and some survey entire scenes such as a
  great battle. Beyond its vision, the only other power
  the stone has is to allow its holder to cast legend
  lore as a ritual if he or she is already capable of
  casting it. Because of this, they are quite valuable to
  sages.
  7
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  8
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
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