Subterranean Monsters
Blindheim
Cave Fisher
Cloaker
Crystal Spider
Flail Snail
Fungus Ascomid
Fungus Phycomid
Fungus Shrieker
Fungus Violet
Gas Spore
Giant Centipede
Giant Scorpion
Giant Slug
Giant Spider
Lurker/Trapper
Mobat
Otyugh
Purple Worm
Roper
Rust Monster
Tentamort
Umberhulk
Blindheim
The blindheim is a subterranean, froglike humanoid with huge eyes that shine like searchlights, projecting twin beams of light at will. Type: Monster Setting: Underground. Blindheims thrive in damp underground settings, dwelling near underground pools, lakes, and similar bodies of water. They are amphibious, and can move with equal facility in water as on land. Era: Any Physical Traits: The creature is coloured in varying shades of yellow, darker shades on its back contrasting with lighter shades on its underbelly. Its feet are three-toed and webbed, while its hands have four digits (including a thumb) and have hooked talons. Its wide mouth has needle-like teeth and fang incisors. They are not known to use tools. It is not known if blindheims have an actual language, but they seem to communicate among themselves by means of guttural croaking. Height: 1 metre Weight: 80 lbs Mobility: Legs Sensory Organs: Visual Communication: Vocal Reproduction: Egg INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 4D8 +2, AC: 3, Thac0: 17 Abilities: Most often encountered individually or in small groups, at intervals many of them will gather in one place. They then move through the area as a ravening horde, numbering tens or even hundreds of creatures, attacking and devouring all in their path. Then, just as suddenly, they will quietly disperse, disappearing back into their individual subterranean territories. If the eyes of a dead blindheim are opened, they are revealed to be a dull gold colour. Feeding Habits: Blindheims are omnivorous. These creatures are able to eat all but the most toxic fungi and mosses, and are quite willing to supplement their diet with other underground creatures. They are highly successful at keeping down the numbers of tiny creatures such as jermlaine. They are particularly troublesome to creatures adverse to bright light, such as goblins and drow. Lifespan: 60 years |
Cave Fisher
The cave fisher is a large insectoid that has adapted to life below ground. It combines many of the characteristics of a spider and a lobster. Type: Monster Setting: Underground Era: Any Physical Traits: The cave fisher has a hard, chitinous shell of overlapping plates and eight legs. The 6 rear legs are used for movement and traction on stony walls and corridors. Because of these limbs, the fisher has no difficulty in moving up and down vertical walls. The front pair of legs are equipped with powerful pincers, which are used for killing and dismembering prey. The most unusual feature of the cave fisher is its long snout, which can fire a strong, adhesive filament. The monster can also use its adhesive to anchor itself in place on walls and ledges. Height: 2 metres Weight: 80 lbs Mobility: Legs Sensory Organs: Visual Communication: Vocal Reproduction: Egg INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 3D8, AC: 4, Thac0: 17 Abilities: Should a tempting target escape the monster’s neatly laid traps, the cave fisher will try another mode of attack. It will spend one round drawing its filament in and then shoot it at the prey, striking as a 6 Hit Die monster. It will try to snare its prey in this manner so long as it remains within the fisher’s established territory. If the prey is hit by the filament, the monster can pull a weight of up to 400 pounds at a movement rate of 15’ per round. In the event that a “tug of war” breaks out, the fisher has a strength of 20 with its strand. Cave fishers prefer living on ledges and caves located above
well-travelled paths, sharing their lairs with others of their kind. No more
than four cave fishers will be found in one lair. Their filaments are always
strung before their lair, and they attempt to kill anything they trap, often
storing food for future use. Their territories are very small, and never
larger than about 90 metres to either side of the lair. Anything man-sized
or smaller is considered fair game by the cave fisher. A single cave fisher
would never attack a large, well armed party for the sake of a single meal. The filaments of the cave fisher are highly prized by many thieves’ guilds, for they can be made into thin and very strong rope which is nearly invisible. The filaments are wound onto reels and then specially treated to dilute the adhesive. The resulting strands are made into ropes, while the diluted adhesive is turned into a special solution, which when applied to gloves and boots, greatly increases traction for climbing. Feeding Habits: The fisher’s favourite food are small, flying creatures like bats. Ever opportunistic, they are constantly trying to vary their diet by trapping a careless adventurer, foolish goblin, or orc (provided that they think that they can get away with it). If more than one fisher inhabits a lair, they will frequently pool their resources to catch larger prey. Once the victim is trapped in the filament, the cave fisher draws its prey in, reeling its filament in like a fishing line. The cave fisher preys primarily on small flying game, and in the subterranean world this frequently means a diet of bats. It is not the top predator in its ecological niche, and has learned caution in dealing with other monsters. The cave fisher is sufficiently intelligent to know the dangers of preying on large, well-organized groups, who might grow tired of its depredations and hunt it to extinction. The monster instinctively picks the easiest route for survival, and relies on stealth and cunning to trap its prey and avoid being eaten itself. Lifespan: 30 years |
Cloaker
Cloakers are fiendish horrors, related to trappers, that dwell in dark places far beneath the surface of the earth. They generally seek to kill those who enter their lairs, unless they can think up some other, more amusing way to punish interlopers. Type: Monster Setting: Underground Era: Any Physical Traits: When a cloaker is first seen, it is almost impossible to distinguish this monster from a common black cloak. The monster’s back has two rows of black eye spots running down it that look much like buttons, and the two ivory-coloured claws on its upper edge can easily be mistaken for bone clasps. When it unfurls itself and moves to attack, however, its true nature becomes all too obvious. At this point, its white underside is clear and the monster’s face is fully visible. This face, with the glow of its two piercing, red eyes and the needle-like fangs that line its mouth, is a truly horrible sight. At this point, the monster also uncurls the whip-like tail at its trailing edge and begins to swish it back and forth in anticipation. Height: 2 metres Weight: 40 lbs Mobility: Flight Sensory Organs: Visual Communication: Vocal Reproduction: Asexual INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 4D6, HPs: 6D8, AC: 3, Thac0: 15 Abilities: Feeding Habits: Omnivore Lifespan: 50 years |
Crystal Spider
The crystal spider is a voracious predator that spins a glass web. The web is very sharp and can focus a damaging beam of light at a potential victim. Type: Monster Setting: Underground Era: Any Physical Traits: The crystal spider is a beautiful creature, at least at first sight. It is made entirely of crystal and during the day the sunlight refracts through it, giving it a myriad of colours. The colours change as it moves. At night it reflects any light its opponents are using, so it is still colourful, but not as radiant as during the day. In the dark it often uses its control light power to make any light darker (the better to surprise its potential prey). A crystal spider is incapable of making sounds, but can communicate with others of its kind by means of controlled light. Height: 2 metres Weight: 90 lbs Mobility: Legs Sensory Organs: Visual Communication: Vocal Reproduction: Before it dies it lays its eggs in the centre of a large web it builds just for that purpose. Up to 200 crystal spiders can hatch from a single laying. INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 4D6, HPs: 4D8, AC: 2, Thac0: 17 Abilities: Feeding Habits: Omnivore Lifespan: 150 years |
Flail Snail
Flail snails are silicon-based gastropods distantly related to ordinary garden snails. Type: Monster Setting: Underground Era: Any Physical Traits: Their shells are masses of neon blues, reds, greens, and yellows. Flail snails get their name from the four to six club-like tentacles that grow from their heads. Each tentacle ends in a ten-pound mass of hardened flesh covered with knobs. Short sensor tentacles grow from either side of the head. These sensors detect motion up to 6 metres away. Their flesh is rubbery and grey-blue in colour. Height: 3 metres Weight: 300 lbs Mobility: Sliding Sensory Organs: Visual Communication: Vocal Reproduction: Females give live birth to D3 young. The young remain with the mother for two years, until their tentacle knobs reach a weight of five pounds. Flail snails mature at age four and live up to 20 years. These peaceful beasts are frequently hunted for their shells. A single shell weighs 250 to 300 pounds and retains its magical powers for D6 months after the occupant’s death. A skilled armourer can try to fashion 1-2 +2 shields from a single shell. These shields affect spells as did the original shell. INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 4D6, HPs: 4D8, AC: 4, Thac0: 17 Abilities: Lifespan: 250 years |
Fungus Ascomid
Ascomoids are huge, puffball-like fungi with very thick, leathery skin.
They move by rolling. Setting: Underground Era: Any Physical Traits: The creature’s surface is covered with numerous pocks which serve as sensory organs. Each pock can also emit a jet of spores to attack dangerous enemies. Large opponents or those who have inflicted damage upon the ascomoids are always attacked by spore jets. The stream of spores is about 30 centimetres in diameter and 9 metres long. Upon striking, the stream puffs into a cloud of variable diameter (1 to 2 metres). The creatures under attack must roll a successful saving throw vs. poison or die from infection in their internal systems in D4 rounds. Even those who save are blinded and choked to such an extent that they require D4 rounds to recover and rejoin melee. Meanwhile, they are nearly helpless, and all attacks upon them gain a +4 bonus to attack rolls with no shield or Dexterity bonuses allowed. Height: 2 metres Weight: 30 lbs Mobility: Rolling Sensory Organs: Visual Communication: Vocal Reproduction: Asexual INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 4D6, HPs: 6D8 +6, AC: 3, Thac0: 13 Abilities: Feeding Habits: Fungi break down organic matter, thus playing an important part in the nitrogen cycle by decomposing dead organisms into ammonia. Without the action of mushrooms and bracket fungi, soil renewal could not take place as readily as it does. Lifespan: 250 years |
Fungus Phycomid
The algae-like phycomids resemble fibrous blobs of decomposing,
milk-coloured matter with capped fungi growing out of them. They exude a
highly alkaline substance (like lye) when attacking. Setting: Underground Era: Any Physical Traits: These fungoid monsters have sensory organs for heat, sound, and vibrations located in several clusters. Height: 2 metres Weight: 30 lbs Mobility: Shuffling Sensory Organs: Visual Communication: Vocal Reproduction: See abilities INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 1, HPs: 5D8, AC: 5, Thac0: 15 Abilities: Feeding Habits: Fungi break down organic matter, thus playing an important part in the nitrogen cycle by decomposing dead organisms into ammonia. Without the action of mushrooms and bracket fungi, soil renewal could not take place as readily as it does. Lifespan: 250 years |
Fungus Shrieker
Shriekers are normally quiet, mindless fungi that are ambulatory. They
are dangerous to dungeon explorers because of the hellish racket they make. Setting: Underground Era: Any Physical Traits: Light within 30 feet or movement within 10 feet causes a shrieker to emit a piercing shriek that lasts for 1-3 rounds. This noise has a 50% chance of attracting wandering monsters each round thereafter. They live in dark places beneath the ground, often in the company of violet fungi. When the shriekers attract curious dungeon dwellers by their shrieking, the violet fungi are able to kill them with their branches, leaving plenty of organic matter for these saprophytic life forms to feed on. Height: 2 metres Weight: 30 lbs Mobility: Shuffle Sensory Organs: Visual Communication: Vocal Reproduction: Asexual INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 1, HPs: 3D8, AC: 7, Thac0: 17 Abilities: Feeding Habits: Fungi break down organic matter, thus playing an important part in the nitrogen cycle by decomposing dead organisms into ammonia. Without the action of mushrooms and bracket fungi, soil renewal could not take place as readily as it does. Lifespan: 250 years |
Fungus Violet
Violet fungus growths resemble shriekers, and are usually (75%) encountered with them. The latter are immune to the touch of violet fungi, and the two types of creatures complement each other’s existence. Type: Monster Setting: Underground Era: Any Physical Traits: Violet fungi favour rotted animal matter to grow upon. Each fungus has one to four branches with which it flails out if any animal comes within range (see following). The excretion from these branches rots flesh in one round unless a successful saving throw vs. poison is rolled or a cure disease spell is used. The branch length of this fungi depends upon the fungi’s size. Height: 1-2 metres Weight: 30 lbs Mobility: Rolling Sensory Organs: Visual Communication: Vocal Reproduction: Asexual INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 3D8, AC: 7, Thac0: 17 Abilities: Feeding Habits: Fungi break down organic matter, thus playing an important part in the nitrogen cycle by decomposing dead organisms into ammonia. Without the action of mushrooms and bracket fungi, soil renewal could not take place as readily as it does. Lifespan: 250 years |
Gas Spore
A Gas Spore can be dangerous for the unprepared. They act as a "living
mine" exploding in a small radius when killed. Setting: Underground Era: Any Physical Traits: At any distance greater than 3 metres, a gas spore is 90% likely to be mistaken for a beholder. Even at close ranges there is a 25% possibility that the creature is seen as a beholder, for a gas spore has a false central eye and rhizome growths atop it that strongly resemble the eye stalks of a beholder. Height: 2 metres Weight: 30 lbs Mobility: Flight Sensory Organs: Visual Communication: Vocal Reproduction: Asexual INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3, HPs: 1, AC: 9, Thac0: N/a Abilities: Feeding Habits: Fungi break down organic matter, thus playing an important part in the nitrogen cycle by decomposing dead organisms into ammonia. Without the action of mushrooms and bracket fungi, soil renewal could not take place as readily as it does. Lifespan: 250 years |
Giant Centipede
Giant centipedes are loathsome, crawling arthropods that arouse almost universal disgust from all intelligent creatures (even other monsters). They are endemic to most regions. Type: Monster Setting: Underground Era: Any Physical Traits: One of the things that makes the centipede so repulsive is its resemblance to the worm. Its long body is divided into many segments from which protrude many tiny feet. Hence the name “centipede” (or hundred-footed). The giant centipede is so named because it is over 1 metre long. The body is plated with a chitinous shell and it moves with a slight undulating motion. The creature has the added benefit of protective coloration, and varies in colour depending on the terrain it inhabits. Those that favour rocky areas are grey, those that live underground are black, while centipedes of the forest are brown or red. Height: 1 metre Weight: 400 lbs Mobility: Segments Sensory Organs: Visual Communication: Vocal Reproduction: Asexual INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 2, AC: 9, Thac0: 20 Abilities: Lifespan: 170 years |
Giant Scorpion
Giant scorpions are vicious predators that live almost anywhere,
including relatively cold places such as dungeons, though they favour
deserts and warm lands. These creatures are giant versions of the normal
4-inch-long scorpion found in desert climes. Setting: Underground Era: Any Physical Traits: The giant scorpion has a green carapace and yellowish green legs and pincers. The segmented tail is black, with a vicious stinger on the end. There is a bitter smell associated with the scorpion, which probably comes from the venom. They make an unnerving scrabbling sound as they travel across dungeon floors. Height: 2 metres Weight: 300 lbs Mobility: Legs Sensory Organs: Visual Communication: Vocal Reproduction: Asexual INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 5D8 +5, AC: 3, Thac0: 15 Abilities: Lifespan: 70 years |
Giant Slug
Giant slugs are huge, omnivorous mutations of the small and benign garden slugs. Their highly developed mouths are capable of chewing flesh and well as plants, and they spit a highly corrosive acid on their food. Type: Monster Setting: Underground Era: Any Physical Traits: Most giant slugs are pale grey, with dead white underbellies. Height: 8 metres Weight: 300 lbs Mobility: Legs Sensory Organs: Visual Communication: Vocal Reproduction: Asexual INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 12D8 +5, AC: 8, Thac0: 9 Abilities: Lifespan: 90 years |
Giant Spider
Spiders are aggressive predators, dwelling both above and below ground.
They are poisonous and bite prey first, because unconscious victims are
easier to carry to a lair. Setting: Underground Era: Any Physical Traits: Spiders have eight legs and eight eyes. They usually fit into two categories: web-spinners, which have bulbous abdomens and thin, sleek legs; and hunting spiders, which have smaller bodies, larger heads and fangs, and hairy bodies and legs. Most giant spiders are simply much bigger versions of the web-spinning large spiders. Height: 2 metres Weight: 100 lbs Mobility: Legs Sensory Organs: Visual Communication: Vocal Reproduction: Egg INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 4D8 +4, AC: 4, Thac0: 15 Abilities: The poison takes 15 minutes. Victims take 15 points of damage, or no damage if a saving throw vs. poison (with a +2 to the roll) is successful. Feeding Habits: Omnivore Lifespan: 40 years |
Lurker
and Trapper
The lurker is a carnivorous scavenger found only in subterranean
settings. The subterranean trapper is found only in caves and other dark
places. Setting: Underground Era: Any Physical Traits: Lurkers resemble a large manta ray; its greyish belly is textured like stone. The Lurker typically attaches itself to a ceiling, where it is very difficult to detect (only 10% chance) unless actually prodded. Trappers can alter their shape and colour to resemble the local floor and to form a protuberance in the centre that resembles a box. A Trapper is difficult to detect (95%) once it has settled into a disguise. Height: Lurker 6 metres, Trapper 9 metres Weight: 40 lbs Mobility: The Lurker flies by means of gases generated into sacs. Trappers slide along the ground. Sensory Organs: Visual Communication: Vocal Reproduction: Lurkers are solitary creatures. The females lays eggs in a glutinous clutch near the ceiling. The hatchlings fall to the ground and feed on vermin until they become large enough to fly. Young resemble rectangular patches of moss. Trapper eggs are laid in a pebble-like mass. Hatchlings resemble flat rocks. Lurker - INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 10D8, AC: 6, Thac0: 11 Trapper - INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 12D8, AC: 3, Thac0: 9
Abilities: When prey wanders into the trapper’s centre, the creature’s edges rise up
and wrap around the victim. The victim suffers damage per round equal to 4
points plus his Armour Class (a victim with AC 2 suffers 6 points of damage
per round). The constriction prevents breathing; victims smother in six
rounds regardless of the damage suffered. A trapper does not release a
victim unless the trapper is reduced to 1 hit point or killed. Trappers are
immune to heat- or cold-based attacks. Trappers remain wrapped in a ball for
D8 hours while digesting a victim. The remains of their victims are excreted
below and form the trappers’ treasure troves. A typical trapper can cover
about 400 square feet, while large ones can cover up to 600 square feet.
Trapper skin may be used to make nonmagical +1 leather armour. Lifespan: 40 years |
Mobat
Bats are common animals in many parts of the world. While ordinary bats are annoying but harmless, larger varieties can be quite deadly. With almost 2,000 different species of bats known, one can find wingspans from less than two inches across to 15 feet or more. Type: Monster Setting: Underground Era: Any Physical Traits: The body of the Mobat resembles a mouse, while the wings are formed from extra skin stretched across its fore limbs. Despite the common belief that bats are blind, nearly all known species have rather good eyesight. In the dark, however, they do not rely on their visual acuity, but navigate instead by echo-location. By emitting a high-pitched squeal and listening for it to bounce back to them, they can "see" their surroundings by this natural form of sonar. Height: 4 metres Weight: 40 lbs Mobility: Legs, wings Sensory Organs: Visual Communication: Vocal Reproduction: Sexual INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6/5D6, HPs: 4D8, AC: 7, Thac0: 17 Abilities: While bats are found almost anywhere, they prefer warm and humid climes. Some species hibernate during the cold season and a few are know to migrate. Bats live in caves, dark buildings, or damp crevices, hanging by their toes during the day, and leaving at dusk to feed during the night. In large, isolated caverns there may be thousands of bats. Feeding Habits: Most bats eat fruit or insects, though some include small animals or fish in their diets. The rare vampire bat travels at night to drink the warm blood of living mammals, but its victims are rarely humans or demihumans. Care must be taken not to confuse the vampire bat with the true vampire in this regard. Rot grubs and carrion crawlers are among the few creatures known to live in the guano on the floor of large bat-infested caverns, making any expeditions into such caves dangerous indeed. If the noxious odour from the guano is not enough to subdue the hardiest of adventurers (a single Constitution check to stay conscious), these crawling denizens are. Lifespan: 30 years |
Otyugh
Otyughs (Aw-tee-ug), also known as the gulguthra, are terrifying creatures that lurk in heaps of dung and decay, waiting for something to disturb it. Type: Monster Setting: Underground Era: Any Physical Traits: Otyughs have huge, bloated bodies covered with a rock-like skin that is brownish grey in colour, which is in turn covered with dung. They stand on three thick legs that give them slow ground movement but enable them to pivot quickly. They have three eyes on a leaf-like stalk that moves quickly from side to side, enabling them to scan a large area. The eye stalk is also a receiver/transmitter for their telepathic abilities. Otyughs have a huge mouth with very sharp teeth in the centre of their mass. They also have two tentacles with leaf-like ridges that they use to smash and grapple their opponents. The tentacles are covered with rough thorn-like projections. Neo-otyughs have smaller mouths than otyughs. Otyughs reek of dung and decay. Height: 2 metres Weight: 200 lbs Mobility: Legs Sensory Organs: Visual Communication: Vocal Reproduction: Otyughs live underground in heaps of offal and refuse. They hate bright sunlight, preferring the comfortable darkness of dungeons. They mate each year for one month, with one offspring produced. It takes the newborn four months to mature. INT: 2D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 6D8, AC: 3, Thac0: 15 Abilities: Lifespan: 250 years |
Purple Worm
A constant threat to subterranean explorers, the purple worm burrows through the earth in search of prey. The purple worm is solitary and seeks a companion only to mate. The moment a new worm hatches, it burrows into the ground, never to be seen by its siblings again. As the worm tunnels, it consumes vast amounts of material that are excreted when it returns to its lair. Among the discharged substances are precious metals and gems. Type: Monster Setting: Underground Era: Any Physical Traits: The worm is sensitive to minute vibrations in the earth, and can sense prey at a range of 18 metres. Adult purple worms as large as 2-3 metres in diameter and 42-45 metres long have been reliably reported. The worm attacks by biting; an attack roll that exceeds the required score to hit by 4 or more indicates the victim has been swallowed whole. This worm can devour creatures up to 3 metres tall and 2 metres wide. A swallowed creature dies in six rounds, is digested in two hours, and cannot be raised from the dead. Anyone trapped inside a purple worm may attempt to cut their way out. The interior is AC 9, but digestive juices weaken the victim, causing a cumulative -1 penalty to the damage the victim can cause. This worm has a stinger on its tail. Anyone hit by the stinger suffers 2D4 points of damage and must make a successful saving throw vs. poison or be slain instantly. Height: 8 metres Weight: 400 lbs Mobility: Segments Sensory Organs: Visual Communication: Vocal Reproduction: Asexual INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 4D6, HPs: 15D8, AC: 6, Thac0: 5 Abilities: Feeding Habits: Omnivore Lifespan: 250 years |
Roper
A roper resembles a rocky outcropping. A roper can stand upright to resemble a stalagmite, lie on the ground to imitate a boulder, or even flatten itself to look like a lump on a cavern floor. They can change colour a little, enough to blend into rocky backgrounds. Type: Monster Setting: Underground Era: Any Physical Traits: The creature’s hide is yellowish gray and rough, and its body very malleable. They are usually pillar-like in shape, 3 metres tall, about 1 metre in diameter at the base, and about 30 centimetres in diameter at the top. The roper has a single yellow eye, and a maw ringed with sharp teeth. Halfway up its body are small bumps which are the sources of the strands it fires at opponents. Ropers have the same body temperature as their surroundings. Height: 3 metres Weight: 200 lbs Mobility: Ropers move using large, cilia-like appendages on their undersides, which also allow them to cling to walls and ceilings. They seldom leave the caverns, but may migrate to a new feeding ground when prey population drops too low in its current home. Migration usually occurs through underground tunnels, but when this is not possible, ropers travel late at night, sometimes giving rise to stories of walking stones. Sensory Organs: Visual Communication: Vocal Reproduction: Ropers reproduce asexually by shedding some of their material in the form of a seed. Drawing nutrients from the cavern floor (and perhaps siphoning magical energies from deep within the earth), the infant roper grows to maturity in 2D4 weeks. Until that time has passed, the roper is indistinguishable from a boulder. INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 15D8, AC: 6, Thac0: 5 Abilities: Feeding Habits: Ropers eat any meat but prefer demihumans and humans. Gnomes, dwarves, and other mining races often serve as prey for ropers. Lifespan: 150 years |
Rust Monster
Rust monsters are subterranean creatures with an appetite for all sorts of metals. These unique creatures, though generally inoffensive, are the bane of fighters everywhere. Type: Monster Setting: Underground Era: Any Physical Traits: The average rust monster measures 2 metres long and high. It has a strange tail that appears armour plated and ends in an odd-looking bony projection that resembles a double-ended paddle. Two prehensile antennae are located under the thing’s two eyes. The hide of the rust monster is rough, covered with lumpy projections. Coloration varies from a yellowish tan on the underside and legs, to a rust red upper back. Rust monsters smell like wet, oxidized metal. Height: 2 metres Weight: 300 lbs Mobility: Legs Sensory Organs: Visual Communication: Vocal Reproduction: Egg INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 5D8, AC: 2, Thac0: 15 Abilities: Feeding Habits: Though it will eat raw ore, a rust monster always prefers the refined, forged metal (just as a human would prefer fresh, filtered water over swamp water). Lifespan: 90 years |
Tentamort
Tentamorts are dungeon predators distantly related to sea squids. Type: Monster Setting: Underground Era: Any Physical Traits: Their head/body is a flesh sphere 1 metre in diameter, covered by a chitinous shell. This head/body contains all the vital organs as well as the sense organs – smell, taste, and hearing. At the bottom of the body are six to eight short suction-cup covered tentacles. These serve as feet and enable the tentamort to attach itself firmly to almost any surface. The feet also provide the tentamorts with their only form of locomotion. Two larger tentacles grow atop tentamorts. Both measure 3 metres in length. Tentamorts have no eyes, but their head/body has a delicate organ that senses body heat. Breathing is accomplished through three blow holes located just above the feet. Tentamorts are grey-green in colour. Height: 1-3 metres Weight: 10-30 lbs Mobility: Shuffling Sensory Organs: Visual Communication: Vocal Reproduction: Tentamorts, like earthworms, are both male and female. When two tentamorts mate, both give birth to clusters of offspring, each two to three pounds in weight. INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 2D8-4D8, AC: 1/3, Thac0: 17 Abilities: Feeding Habits: Omnivore Lifespan: 60 years |
Umber Hulk
Umber hulks are powerful subterranean predators whose ironlike claws allow them to burrow through solid stone in search of prey. Type: Monster Setting: Underground Era: Any Physical Traits: Umber hulks are tremendously strong, muscles bulge beneath their thick, scaly hides and their powerful arms and legs all carry great claws. They have no necks to speak of, but the head features a powerful maw with rows of triangular teeth and 8-inch mandibles capable of biting through any hide or bone. Most peculiar of all are the four round eyes, spaced evenly across each umber hulk’s forehead. Umber hulks are black, shading to a lighter shade of yellowish grey on the front. Their eyes are mere blackened dots each the size of a small coin. Umber hulks have their own language. Height: 3 metres Weight: 400 lbs Mobility: Legs Sensory Organs: Visual Communication: Vocal Reproduction: Males and females mate, then go their separate ways. One to three young are born about a year later in a special nursery which has been hollowed out by the female. Two years later, once the hulklings are big enough, the female begins taking them with her when hunting. It is during this period that unfortunate victims may stumble across more than one umber hulk at a time. INT: 2D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 4D6, HPs: 8D8 +8, AC: 2, Thac0: 11 Abilities: Feeding Habits: Umber hulks eat young purple worms, ankhegs, and similar creatures. Their favourite prey, however, is humankind. They raid dungeons for food, much the way anteaters raid ant colonies, eating their fill and then moving on to let the “colony” recover. Lifespan: 180 years |