Flame Servant ============================================================================== CLIMATE/TERRAIN: Elemental Plane Of Fire FREQUENCY: Common ORGANIZATION: Band ACTIVITY CYCLE: Any DIET: Minerals INTELLIGENCE: Low (5-7) TREASURE: Nil ALIGNMENT: Neutral ------------------------------------------------------------------------------ NO. OF APPEARING: 4-24 (1-6) ARMOR CLASS: 6 MOVE: 6, (Sw 15) HIT DICE: 5 THAC0: 15 NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-4/1-4/2-8 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: See below SIZE: M (7' tall) MORAL: Steady (11) XP VALUE: 2,000 The flame servant appears as animated, vaguely humanoid, magma. Instead of legs, however, its torso rests on the ground and a constant flowing action gives it locomotion. The flame servant has no real head. Its vague facial features, which consist of a gaping mouth and two blazing white eyes, are situated on the creatures chest. When active, the flame servant glows red with heat, and can turn white with searing heat if extremely active or combative. When dormant, a grey, rocky shell forms and it is almost safe to touch. This shell can be absorbed instantly by the flame servant. When moving it can move over surfaces (igniting flamable materials) or, if it is travelling over rock, it can turn the rock in a 10' diameter sphere into lava and `swim' (hence the 15" in brackets next to movement.) This ability is at will and takes no concentration to maintain. COMBAT: The flame servant was not designed for combat, but for manual labour. It is still a formidable opponent to have to fight. Its primary mode of locomotion is also adaptable to a favoured attack form. If fighting on a rock surface, it will turn the ground around it to magma and burrow downwards. It will then burrow to where it thinks an opponent is most likely to be and burst through to the surface. Unless the intended target moved after the flame servant disappeared, he will be engulfed in magma. Damage is 3d10 points per round. A successful saving throw indicates that the victim was warned and was able to jump back, only being splashed by magma, for half damage. In the Fire Realms, this will always be a favoured attack, but when on the Prime Material, most rock is covered by soil, making this form difficult. Any creature coming within 10' of the flame servant will suffer 1d6 point of damage every round. Those actually coming into contact will take an additional 1d6 points of damage and risk having their clothing catch fire. The two punches and the bite that the flame servant has therefore cause 1d4, 1d4, and 2d4 respectively, plus 1d6 for contact, 1d6 for proximity, and may cause combustion. Once per turn the flame servant can breath a jet of flame at one target within 20'. The jet does 2d8 damage, half if a saving throw is successful. Flame servants are immune to any form of fire, magical or otherwise. Cold-based spells do double damage, and large amounts of water will affect the flame servant as if a ** slow ** spell had been cast upon it. HABITAT: The flame servants inhabit the Fire Realms of the Elemental Plane serving Efreet and the other major races of the Realms. Their special abilities make them very efficient builders when supervised, and they are the labour force for the Realms. They can only speak the common tongue of the Realms, and only with great difficulty, due to their less than adequate vocal facilities. When it wishes to, it can contain its heat within itself so that it can be approached without causing damage. Contact, however, will always cause damage. When `swimming', any rock will be turned to magma, this includes walls, the stone head of a warhammer, and even a ** wall of stone **. The magma will remain such after the flame servant's passing, cooling naturally. This means that most Fire Lords dislike having them inside their homes, as it ruins the floors and leaves holes in the walls. The heat from a flame servant can also melt metal, given time. It must contact the surface of the metal and concentrate on melting the item. It can melt one inch of metal per round of such concentration, in the area that was contacted (eg. A flame servant leans against a four inch thick iron wall. In four rounds it will have burnt a hole through it in the shape of its own body. Also, if a flame servant manages to grab onto a fighter's sword and hold on, in one round, it will be destroyed-magical items get a saving throw.) ECOLOGY: There is very little to the ecology of the flame servant. They are created by Efreet or other higher Fire Lords when needed for construction or labour, and are destroyed when not needed. More often, however, they are sent out into uninhabited sections of the Realms to serve as a patrol force. In rare cases, the accompany a Lord to another Plane. In such a case, there will be between one and six, and their Lord will always be present. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Ghost, Green ============================================================================== CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Constant DIET: None INTELLIGENCE: Average (8-10) TREASURE: A ALIGNMENT: Lawful Evil ------------------------------------------------------------------------------ NO. OF APPEARING: 1 ARMOR CLASS: 3 MOVE: 12 HIT DICE: 5 THAC0: 15 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1-6/1-6 SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: 10% SIZE: M (6' tall) MORAL: Average (8-10) XP VALUE: 420 Green ghosts are almost invisible, except for a pale green outline around their bodies. They have two arms, a head, a body, and no legs. They move by floating above the ground. COMBAT: Green ghosts are not undead, therefore, they cannot be turned by Priests. They attack with two claws, doing 1-6 points of damage with each successful hit. They have a limited resistance to magic. HABITAT: Green Ghosts are solitary creatures. They do not have any form of society. ECOLOGY: It is believed that Green Ghosts are not native to the prime material plane, and therefore have no place in nature. Green Ghosts never need to eat, sleep, drink or rest. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Giant, Cliff ============================================================================== CLIMATE/TERRAIN: Cliffs FREQUENCY: Uncommon ORGANIZATION: Families ACTIVITY CYCLE: Day DIET: Omnivore INTELLIGENCE: Average (8-10) TREASURE: E ALIGNMENT: Chaotic Evil ------------------------------------------------------------------------------ NO. OF APPEARING: 1-6 ARMOR CLASS: 3 MOVE: 12 HIT DICE: 12 THAC0: 9 NO. OF ATTACKS: 1 DAMAGE/ATTACK: 6-36 SPECIAL ATTACKS: Hurl rocks SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: L (11' tall) MORAL: Average (8-10) XP VALUE: 5,000 Cliff giants are a cross-breed between Hill giants and Mountain giants. They have a dark brown skin colour and have hair colour ranging from light grey to black. They typically are dress in skins gleaned from mountain goats. COMBAT: The Cliff giant prefers to stay out of close combat situations and relies on trick and traps it sets up to catch their food. One of their favorite tactics is to hide in the cliffs above steep canyon passes in the mountains. When unwary travellers enter this area, the giants begin to casting down large boulders and tree limbs upon them. Cliff giants can throw these projectiles up to 300 feet. HABITAT: Cliff giants live in caves in the sides of cliffs, thus getting their name. They generally live in small family groups and the male will be the predominate hunter. However female giants can fight equally as well, but usually are found in the cave cooking and tending after their young. Young generally do not fight except as a last resort. Cliff giants often are associated with giant spiders and keep them both as pets and as guards. There is a 40% that their cave will house 1d6 giant spiders. These creatures will attcak all intruders and can understand simple instructions and commands given to them by their masters. The commands are usually one word commands similar to those understood by an attack dog. ECOLOGY: Cliff giants usually live in small families. They tend not to group together to anymore that the immediate family. Which at most is usually two parents, and four children. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Golem, Rat Mark E. Becker ( mbecke69@Calvin.edu) ============================================================================ WOOD STONE CLIMATE/TERRAIN: Any Any FREQUENCY: Rare Very rare ORGANIZATION: Pack Pack ACTIVITY CYCLE: Any Any DIET: Nil Nil INTELLIGENCE: Animal (1) Animal (1) TREASURE: Nil Nil ALIGNMENT: Neutral Neutral ---------------------------------------------------------------------------- NO. OF APPEARING: 5-30 (1d6x5) 5-20 (1d4x5) ARMOR CLASS: 5 4 MOVEMENT: 9 6 HIT DICE: 2 3 THAC0: 19 17 NO. OF ATTACKS: 1 1 DAMAGE/ATTACK: 2-5 (1d4+1) 2-7 (1d6+1) SPECIAL ATTACKS: Nil Nil SPECIAL DEFENSES: See below See below MAGIC RESISTANCE: Nil Nil SIZE: T (1-2' long) T (1-2' long) MORALE: Fearless (19-20) Fearless (19-20) XP VALUE: 120 175 Rat Golems are minor constructs carved from wood, and placed as guards. Unlike regular golems, these are not animated by an elemental spirit, but rather that of an animal (usually a rat). They are created in groups of five, as one rat spirit is sufficient to animate five bodies. They are provided with instructions upon creation (for example, "Attack any creatures entering this room"), and then carry out this command to the best of their ability until destroyed. COMBAT: Rat Golems use pack tactics in combat, as they did in life. All five rats bound by one spirit attack the same opponent, as it is difficult for the spirit to divide its attention. Each Rat attacks with a bite, however there is no danger of disease. The rats fight with blatant disregard for their own lives, except when faced with fire (which was a fear in life and can still hurt the wooden bodies). After any kind of fire is displayed against these monsters, their Morale drops to Unsteady (6), and they must make a morale check every round. Rat Golems are immune to damage from nonmagical weapons. They are similarly immune to mind-affecting spells, such as Sleep and Charm spells. Fire-based magic is more effective against them, doing an extra point per die of damage that it would normally inflict. Cold-based magic slows them for a number of rounds equal to the number of dice of damage that it would do normally. They are immune to Magic Missiles, but other spells affect them normally. There is no chance of loosing control of the rats, as their spirits are tightly bound to their task. However, the spirits can be dismissed from their servitude by a Dispel Magic spell against 11th level magic. HABITAT: Rat Golems are automatons, artificially created and bound to their orders. They have no society, except perhaps their five-membered packs. They are not associated with any particular habitat, but are usually found in some kind of inhabited (or once-inhabited) locale. They are frequently used as guards for somewhat valuable items or places. They are not usable as servants at all, because of their strict orders. ECOLOGY: Rat Golems are not natural creatures, and play no part in the world's ecology. They neither eat nor sleep, and "live" until their bodies are destroyed, usually in combat. STONE RATS A stronger variant on the Rat Golem are those carved out of stone instead of wood. These constructs are tougher than their wooden counterparts, but have the disadvantage of being slower and heavier. They have similar magical resistances as the wooden rats, except that fire-based magics are reduced by one point per die (minimum of one point per die) instead of increased, and cold-based magic has no effect at all. Their fear of fire is still there, but since it is not a significant weakness, their morale does not drop. They still must make a morale check each round, however. These rats may also be Dispelled against 13th level magic. Stone rats are more frequently found in unsettled locales, as they are more resilient to hostile environments. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Gravewalker Allan J. Mikkola (allanm@vulcan.med.ge.com) ============================================================================== CLIMATE/TERRAIN: Unholy sites and graveyards FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Night DIET: Human and demi-human blood INTELLIGENCE: Genius (17-18) TREASURE: S, Tx3, V, Z ALIGNMENT: Any evil ------------------------------------------------------------------------------ NO. OF APPEARING: 1 ARMOR CLASS: -2 MOVE: 12 HIT DICE: 17-20 THAC0: 17-18 HD: 3 19-20 HD: 1 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 2-20/2-20 SPECIAL ATTACKS: Priest spells, Chill voice SPECIAL DEFENSES: +2 or better weapon to hit MAGIC RESISTANCE: Nil SIZE: M (7' tall) MORAL: Fanatic (17-18) XP VALUE: 17 HD: 18,000 18 HD: 19,000 19 HD: 20,000 20 HD: 21,000 Gravewalkers are the undead spirits of evil high priests who have served their gods exceptionally well; after death, these priests have been granted the "privilege" of returning to the prime plane to continue their unholy work. These undead creatures retain their abilities (including spells) of their previous existence, except where noted above (i.e. genius intelligence, AC, etc..) A gravewalker's memories and emotions also remain intact, so an enemy in life will still be an enemy in its undead state. Only the most worthy servants will be chosen for transformation into a gravewalker, and only if the priest has obtained at least 17th level at the time of death. A gravewalker appears as the typical "grim reaper" - a skeletal body about seven feet tall, shrouded in black robes; the eyes of a gravewalker glow a sickly green, and their voice is slow and deep, and chilling to hear. A gravewalker is the enemy of everything good, and their goal is the torment and eradication of good whenever they encounter it. COMBAT: Upon transformation, a gravewalker is bestowed with a (possibly magic) scythe for a weapon. A gravewalker has the following chances of obtaining a magical weapon: HIT DICE +1 +2 +3 17 20% 10% 5% 18 25% 15% 10% 19 30% 20% 15% 20 35% 25% 20% This scythe is jet black and delivers 2-20 points of damage per hit (plus any magical bonus); a gravewalker is able to make two attacks per round with this weapon. A gravewalker is considered proficient in this weapon regardless of any proficiencies in its previous existence. In addition to its scythe, the gravewalker also retains its full compliment of priest spells, plus any additional spells its god wishes to grant it. These spells are gained and cast as per a priest of the level corresponding to the gravewalker's hit dice. The gravewalker's final weapon is its chilling voice; anyone who listens to a gravewalker speak for more than one round must make a saving throw versus spells; those who fail are struck with a feeling of hopelessness (as per the ** emotion ** spell) and immediately suffer the effects of a ** chill touch ** spell. Anyone who succeeds in making the saving throw is not affected for the current round; a new saving throw must be made each round. A gravewalker's speech is affected by magic such as a ** silence ** spell. Although they possess great intelligence, theirs is an unnatural intellect; therefore, like most undead, gravewalkers are unaffected by sleep and charm spells. In combat, only weapons with a +2 or better enchantment may harm a gravewalker. HABITAT: A gravewalker normally inhabits unholy sites and graveyards, as they seem to obtain sustinence from these places. However, as they also need a supply of human or demi-human blood to continue their existence, gravewalkers will often venture into towns and cities in search of victims; they will do so only at night. Unlike the vampire, a gravewalker lacks fangs; therefore, the victim is usually torn assunder to allow the gravewalker access to the blood. Because of this, a gravewalker's blood drain is not considered a special attack mode, since this is not done until after the victim is killed by other means. An individual killed and drained of blood by a gravewalker may not be raised or resurrected until the body is brought to a holy site to receive a ** remove curse ** spell from a good-aligned priest; this priest's level must be at least equal to the gravewalker's hit dice. Even if a victim is successfully returned to life, he will be haunted by nightmares of his attacker for the rest of his life; more often than not, insanity is the result. The only way to remove this condition is to track down and kill the offending gravewalker (the victim's nightmares will often give clues to the whereabouts and identity of the gravewalker in question; for instance, the nightmares are more intense and occur more often, the closer the victim is to the gravewalker.) The afore mentioned curse and nightmares only occur if the victim is actually drained of blood; they do not occur if the gravewalker simply kills the victim, but fails to drain its blood. ECOLOGY: The arch-enemies of a gravewalker are, naturally, paladins and priests of the gods (forces) of good; they will often seek out and destroy these agents of good. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Hugok ============================================================================== CLIMATE/TERRAIN: Mountains FREQUENCY: Rare ORGANIZATION: Tribal ACTIVITY CYCLE: Night DIET: Omnivore INTELLIGENCE: Average (8-10) TREASURE: E ALIGNMENT: Neutral ------------------------------------------------------------------------------ NO. OF APPEARING: 2-8 ARMOR CLASS: 8 (10) MOVE: 12 HIT DICE: 1+3 THAC0: 19 NO. OF ATTACKS: 2 or 1 DAMAGE/ATTACK: 1d4/1d4 or by weapon type SPECIAL ATTACKS: Nil SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: M (7' tall) MORAL: Average (8-10) XP VALUE: 35 Hugok look like tall, ugly humans. They look very rugged, and have claws on their hands and feet. COMBAT: Hugok attack with their claws, or with whatever weapons they have available. They do not have enough technology to produce metal weapons or armor, so they usually use spears, and wear furs. Hugok will fight only if they believe their survival is at stake. Using their claws, they can climb walls with a 90% success rate. HABITAT: Hugok society is very primitive. They live in caves, do not trade with other cultures, and eat whatever food they can find. ECOLOGY: Hugok and dwarves hate each other. The hugok are constantly in the dwarves' way, and the dwarves are constantly mining in hugok territory. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Lightsphere Allan J. Mikkola (allanm@vulcan.med.ge.com) ============================================================================== CLIMATE/TERRAIN: Subterranean FREQUENCY: Uncommon ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Special INTELLIGENCE: Average (8-10) TREASURE: Nil ALIGNMENT: Neutral ------------------------------------------------------------------------------ NO. OF APPEARING: 1 ARMOR CLASS: -3 MOVE: Fl 36 (A) HIT DICE: 8 THAC0: 13 NO. OF ATTACKS: 2 + special DAMAGE/ATTACK: 2-12/2-12 SPECIAL ATTACKS: Flash attack (stun, blind) SPECIAL DEFENSES: Regenerates, Edge weapons do 1/2 damage MAGIC RESISTANCE: Special SIZE: S (1' radius sphere) MORAL: Steady (11-12) XP VALUE: 5,000 Lightspheres appear as fuzzy, blue spheres of crackling energy, somewhat similar in appearance to a will-o-the-wisp. They are intelligent entities composed of pure energy. Lightspheres dwell in underground locations, and in large, dark caves and caverns. They move about by an unknown means, at high rates of speed; they are highly manouverable, and may hover at will. Lightspheres are harmless to most creatures, but are drawn to, and thrive on, anything composed of energy, such as light sources, and especially magic. They are able to detect faint sources of energy (i.e. torch light) at ranges of up to 50 yards. Strong energy sources, such as magic (spellcasting, magic items, etc.) are detectable at distances of up to 200 yards. COMBAT: When a lightsphere detects a source of energy, it will move towards it at top speed to investigate; if it thinks a battle can be won, the lightsphere will immediately move in to attack; it will usually commence with a flash attack, and will continue with bolt attacks. If a lightsphere is seriously threatened, it will retreat temporarily, in order to attack again with surprise at a later time. If all its opponents are killed or disabled, the lightsphere will feed off the energy it finds. This feeding will drain all spells from memory; the affected spellcaster must rest for 1d4 hours longer than normal before rememorizing any spells. Drained magic items will lose all affectiveness for 1d4 hours, and must make a successful saving throw vs. electricity to avoid a permanent loss of all magical abilities. Magical items are drained in order to gain sustinence; normally, 1d8 items will be drained at a time. Magical spells are drained in order to regenerate lost hit points - each spell level drained, regenerates a single hit point. A lightsphere will stop draining spells once its maximum hit points have been reached. A lightsphere's normal mode of attack is electrical bolts; these bolts may be fired in any direction the lightsphere chooses. Two bolts may be discharged per round; each may be targeted independently, or may strike the same victim, at the lightsphere's discretion. There is no save against this attack mode, although targets with immunity to electricity are not affected. Once per turn, a lightsphere may conduct a "flash" attack; the lightsphere emits a piercing, bright light that affects all targets within 50 feet. Anyone inside the area of effect (as long as they have eyes to see the flash) must make two saves: the first is vs. spells; those who fail are blinded for 1d4 turns (normal healing methods apply to this blindness), while those who make their saves are not affected; the second save is vs. paralyzation; those who fail this save are stunned (as per the ** power word, stun ** spell) for 1d6 rounds. Targets who make the second save have a -2 penalty on all "to hit" rolls for 1d2 rounds, but suffer no other ill affects. Lightspheres are immune to almost all spells, as they are able to drain the spells of their energy; in fact, a lightsphere has, in effect, 100% magic resistance - any spell directed at a lightsphere will not harm it, but instead will cause it to regenerate lost hit points at the rate of 1 per level of the spell (i.e. a ** fireball ** directed at a lightsphere, will cause it to regenerate 3 hit points.) The only spells that are immune to a lightsphere's draining effects are ** disintegrate ** and ** wish **, which are handled normally, and spells that cause darkness; a pre-existing magic darkness will keep a lightsphere at bay, while one cast directly at a lightsphere will inflict 2d6 points of damage, and will force the lightsphere to flee the vacinity immediately. Use of magic items (except those that create one of the above 3 affects) on a lightsphere will be unaffective; the lightsphere will absorb these attacks as sustinence. A lightsphere will leave the area after 1d8 magic item uses, as their appetite becomes satisfied. Edged weapons only inflict half normal damage on a lightsphere; blunt weapons cause normal damage. HABITAT: Lightspheres are normally solitary in nature, but at rare times will be found in pairs (it is not known if this is a mated pair, since the lightsphere's reproductive methods are unknown.) Lightspheres live underground, and will avoid direct contact with the sunlight; it is thought that the sun's energy is too intense for the lightspheres to digest. Lightspheres normally live in areas of darkness (such as large caves and caverns), which allows them to more easily detect digestable energy, but for some reason, magic darkness is a lightsphere's bane (it is suggested that magic darkness drains a lightsphere's life-giving energy.) ECOLOGY: Lightspheres feed off all forms of energy, except solar radiation, which they avoid. Not much is known of their origin or purpose. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Lobster, Giant Flying ============================================================================== CLIMATE/TERRAIN: Any FREQUENCY: Very rare ORGANIZATION: Pack ACTIVITY CYCLE: Day DIET: Carnivore INTELLIGENCE: Low (5-7) TREASURE: C ALIGNMENT: Chaotic Evil ------------------------------------------------------------------------------ NO. OF APPEARING: 1-8 ARMOR CLASS: 3 MOVE: 3, Fl 15 (B) HIT DICE: 4 THAC0: 17 NO. OF ATTACKS: 2 DAMAGE/ATTACK: 1-8/1-8 SPECIAL ATTACKS: Catch opponent SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: M (5' head to tail) MORAL: Steady (11-12) XP VALUE: 270 Giant Flying Lobsters look like big lobsters. The only strange thing is that they hover above the ground. They do not have wings, their flight powers appear to be magical in nature. They can hover up to 10' above the ground, and can fly until they tire. COMBAT: Giant Flying Lobsters attack with their two pincers, doing 1-8 points of damage with each successful hit. If they hit, and if the roll is 18 or higher, they have trapped an opponent's limb with a pincer. This does not do extra damage, but a character with a trapped limb cannot move that limb until the Lobster releases it. HABITAT: These strange creature live near underground lakes. They catch and eat small fish. All though they seem to be able to communicate with each other, they do not have a spoken language. ECOLOGY: Giant flying lobsters have the same role in nature that lobsters have. However, they are known to attack humanoids. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Oligondrall Allan J. Mikkola (allanm@vulcan.med.ge.com) ============================================================================== CLIMATE/TERRAIN: Subtropical and temperate plains FREQUENCY: Rare ORGANIZATION: Herd ACTIVITY CYCLE: Day DIET: Omnivore INTELLIGENCE: Low (5-7) TREASURE: M, O ALIGNMENT: Chaotic neutral ------------------------------------------------------------------------------ NO. OF APPEARING: 2-20 ARMOR CLASS: 4 MOVE: 14 HIT DICE: 14 THAC0: 7 NO. OF ATTACKS: 5 + special DAMAGE/ATTACK: 4-16/4-16/2-16(2-12)/2-12/2-12 SPECIAL ATTACKS: Breath weapon SPECIAL DEFENSES: Fire immunity MAGIC RESISTANCE: Nil SIZE: L (11-12' tall) MORAL: Steady (11-12) XP VALUE: 10,000 female 8,000 young 4,000 An oligondrall (pronounced ah li GON drul) resembles an elephant in appearance except it has longer tusks, smaller ears, and it has several spikes at the end of its trunk. Oligondralls have gray or tan skin and thick hides. They are covered with short, coarse hair. COMBAT: An oligondrall may make up to 5 attacks per round; it gores with its tusks for 4-16 points each and tramples for 2-12 points of damage with each of its feet. The trunk may be used to constrict for 2-16 points of damage; once a constriction hit is scored with the trunk, the victim must make a sucessful bend bars roll to break free; if this roll fails, the target receives automatic constriction damage the next round. Creatures larger than an ogre cannot be constricted in this manner; in this case (or if constricting would harm the trunk) the trunk may be used as a clubbing/piercing weapon (using the spikes) for 2-12 points of damage. Oligondralls do not share an elephant's fear of fire - in fact they are immune to its effects from birth (this includes both magical and mundane fires.) In addition to its normal attack modes, an oligondrall may also employ a breath weapon of fire up to three times per day. The fire shoots out of the trunk in the shape of a cone 60' long, 20' wide at the base, and 1' wide at the trunk. This breath attack inflicts 3-30 points of damage to all creatures caught inside the area of effect; a successful save vs. breath weapon reduces this damage by half. HABITAT: Oligondralls travel in herds of up to 20 in number; they prey on many medium-sized animals that can be found in the temperate and subtropical plains where they reside, but will also graze on grasses and small bushes. Oligondralls are fairly aggressive creatures, and have been known to attack with little or no provocation; they especially dislike most humanoids - this is most likely due to the fact they are hunted by these creatures for their ivory tusks. A typical herd of oligondralls will consist of 50% males, 25% females, and 25% young; females have 12 HD and a THAC0 of 9. Young oligondral have 8 HD, a THAC0 of 13, and AC 5; their damage per attack is also lower: 2-12 per tusk, 2-8 while constricting with the trunk (1-6 while clubbing), and 1-10 per foot. A herd of oligondralls will maintain a semi-permanent dwelling in a large thicket or copse of trees; any treasure they have accumulated will be stored here. ECOLOGY: Oligondralls are nearly impossible to tame and/or train, and will resist any attempt to do so. An oligondrall's tusks are composed of high-grade ivory; a single tusk is worth 500-3000 gold pieces, or about 5 gp per pound in the open market; on the black market, the amount is anywhere from 2-5 times higher. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Pit Slug Allan J. Mikkola (allanm@vulcan.med.ge.com) ============================================================================== CLIMATE/TERRAIN: Subterranean FREQUENCY: Uncommon ORGANIZATION: Colony ACTIVITY CYCLE: Any DIET: Carnivore INTELLIGENCE: Low (5-7) TREASURE: Nil ALIGNMENT: Neutral ------------------------------------------------------------------------------ NO. OF APPEARING: 2-8 ARMOR CLASS: 5 MOVE: 4 HIT DICE: 6+2 THAC0: 15 NO. OF ATTACKS: 1 + special DAMAGE/ATTACK: 2-12 SPECIAL ATTACKS: Poison spit SPECIAL DEFENSES: Immune to poison MAGIC RESISTANCE: Nil SIZE: M (6' long) MORAL: Average (8-10) XP VALUE: 1,400 Pit slugs are large worms of about six feet in length; they are white, ivory, or yellowish in color. A pit slug's eyes are large, but nearly worthless - it relies instead on its sense of touch to "feel" the approach of intruders (they are particularly sensitive to vibrations in the ground around them, as they can sense the approach of a small band of humanoids hundreds of feet away.) Pit slugs are capable of climbing sheer surfaces, and can suspend themselves from ceilings; they may move across walls and ceilings at their normal movement rate. COMBAT: A pit slug's large mouth is filled with sharp teeth - this is the slug's primary attack form; while a pit slug is by no means large enough to swallow most victims whole, a bite is nevertheless painful, inflicting 2-12 points of damage per hit. A pit slug also employs a special attack in the form of poison spit. Once every three rounds, a pit slug can spit a globe of spit at a single target; this globe measures about one foot in diameter as it leaves the pit slug's mouth, but rapidly expands to about three feet in diameter. A normal "to hit" roll must be made, with a +2 bonus; use the grenade scatter diagram if the spit attack misses the intended target. Anyone hit by the poison, suffers 3-24 points of damage (a successful save vs. poison reduces this damage by half); target failing their saves are also blinded until they make a successful dexterity check to clear away the spit from their eyes. The pit slug's poison also possesses a corrosive property; a target who fails the initial save must roll saves vs. acid for all possessions. Normal weapons that fail to save are destroyed, while normal armor loses two levels of effectiveness (i.e. AC 5 becomes AC 7); magic weapons and armor lose one plus from their combat bonus, unless they are totally immersed in water within one round. The potency of this poison dissipates after one round, and is harmless after that point. Pit slugs are immune to all poisons. Pit slugs prey on humanoids such as orcs, goblins, and humanoids, but are not above dining on adventurers, if the opportunity presents itself. A pit slug colony will act in unison during combat in order to be more affective; this is thought to be more instinctive than planned. When combat is initiated, approximately one-fourth of the pit slugs present will spit immediately; after that point, spit attacks are more or less random. Pit slugs will normally wait for prey to come them, but if the need arises, they will actively seek out and hunt humanoids in their vacinity. Pit slugs often drop from walls or ceilings when attacking; a favorite "tactic" is for two or three slugs to drop from the ceiling (in close proximity to their lairs) behind a group of humanoids, and attempt to drive their prey into the pit where the rest of the slug colony awaits. HABITAT: As their name implies, pit slugs usually dwell in dark pits in caverns or dungeons; these pits are normally in the vacinity of humanoid dwellings. They will eat most anything that falls into their lairs, but will also actively hunt, if necessary. ECOLOGY: Pit slugs prefer to eat humanoids, but will eat any type of meat they can find. It is thought that pit slugs are the distant cousins of purple worms. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::