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
While resting, the blindheim keeps its eyes covered by means of an extra eyelid. It attacks by instantaneously opening its eyes, relying on its acute sense of hearing to indicate the direction of the target. Those who come within 30 feet of its searchlight eyes must make an immediate saving throw vs. wand or be blinded for D10+10 rounds. Creatures relying on infravision have a -3 penalty to the saving throw. Even those who successfully make the saving throw cannot look directly into the searchlight glare of its eyes; even they attack at a penalty of -2 unless immune to the dazzling effects of bright light. Bllndheims are themselves immune to the dazzling effects of bright light, including their own reflected gaze. At close quarters, blindheims attack with a vicious bite that inflicts D8 points of damage. Tiny opponents are swallowed whole on a roll 4 greater than that needed to hit; such creatures take 2D4 points of damage per round from the blindheim’s digestive acids.

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
The cave fisher has two ways of hunting. Its preferred method is to string its long filament in the vicinity of its lair. The filaments are thin and strong, making them exceedingly difficult to detect or cut. There is only a 20% chance of noticing the strand at 10’, and no chance at all of seeing them at a greater distance. A detect snares and pits spell will reveal a strand. The filament is coated with an adhesive which can only be dissolved by liquids with a high alcohol content (such as the cave fisher’s blood). The filaments can only be cut by +1 or better edged weapons.

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.
Still, they are cunning, and a group of the monsters might reel in their filaments and attempt an ambush if they thought they could get away with it. If hunting in one area becomes scarce, the cave fisher will simply find a new area to hunt, where the small game is more plentiful and careless. Like all predators, the cave fisher is interested in survival. This means a steady supply of food and a mate. Females lay eggs in the vicinity of the lair, which they protect from predators. The young scatter when the eggs hatch, seeking lairs of their own. Although the cave fisher does not collect treasure, its lair is often strewn with the possessions of its former victims.

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
When a cloaker strikes at its victim, it moves with blinding speed. Without warning, the cloaker flies at its target and, if the attack roll is successful, engulfs its prey within its folds. Any creature that falls victim to this attack is all but helpless and can be bitten easily (no roll required) for D4 points of damage plus the victim’s unadjusted Armuor Class. Thus, an adventurer in chain mail (AC 5) suffers D4+5 points of damage each round. Shields offer no protection from such attacks. While it is devouring its chosen victim, the cloaker uses its two whip-like tail attacks to inflict 1d6 points of damage on those who move in to help rescue the captive. The tail is AC 1 and can be cut off if a total of 16 points of damage are inflicted upon it. Any attacks made on the cloaker inflict half their damage to the cloaker and the other half to the trapped victim. Area effect spells, such as fireball, cause full damage to both the monster and its victim.

The cloaker can also emit a special subsonic moan of increasing intensities. Although this power is blocked by stone or other dense materials, it can be very effective in an open chamber. Cloakers may not moan and bite during the same round. A cloaker may emit one of four types of moan each round. The first intensity of moaning causes unease and numbs the minds of those within 24 metres of the cloaker. The immediate effect of this moan is to cause a -2 penalty to the victims’ attack and damage rolls against the cloaker. Further, any creature that is forced to listen to the moan for six consecutive rounds is temporarily forced into a trance that renders it unable to attack or defend itself as long as the moaning continues. The second intensity of moaning acts as a fear spell. All creatures within 6 metres of the cloaker must roll a successful saving throw vs. spell or flee in terror for two rounds. The third intensity of moaning causes nausea and weakness and affects all those in a cone 9 metres long and 6 metres wide at its open end. Anyone caught in this area must roll a successful saving throw vs. poison or be overcome by nausea and weakness for D4+1 rounds. During this time, those who fail their saving throws are unable to act in any manner. The fourth and final intensity of moaning acts as a hold person spell. This power can be used on only one person at a time, has a range of 9 metres, and lasts for five rounds. Each of the various effects of the cloaker’s moan can be defeated by the use of a neutralize poison spell on a victim.

Cloakers also have the power to manipulate shadows. Known as shadow shifting, this power can be used in a number of ways, but in only one particular manner at any given time. The cloaker can employ its shadow shifting ability to obscure its opponents’ vision, thus bettering its Armour Class to 1. Or the creature can produce precise images from the shadows that can be used to trick its adversaries. One common means of employing these images is to create a duplicate of the cloaker to draw away enemy attacks. If this method of shadow shifting is employed, it can be treated as a mirror image spell that creates D4+2 images. A light spell cast directly at a specific cloaker blinds it and prevents it from using its shadow shifting powers.

The thought processes of cloakers are utterly alien to most other life forms. As such, they can only be communicated with by mages who have devoted long hours to training their minds in the arcane discipline necessary to understand these creatures.

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
 The crystal spider builds its web along trails and valleys, in suitable spots to suddenly surprise attackers. At night the glass webs are almost invisible, and an unsuspecting party may walk right into them. Usually, however, the spider prefers to attack during the day, using its complicated web and its ability to control light to make an attack on its intended prey. When the crystal spider has a round to prepare, it can direct a light attack at a potential victim. An attack roll is required, but the crystal spider receives a +4 bonus to this roll. If it successfully hits, the victim takes 3d6 heat damage and must save versus wands or be blinded. If someone walks unsuspecting into a crystal web (fails their surprise roll), they take 4D6 points of cutting damage. The webs are not sticky, but they are strong. A dexterity roll is required by anyone trapped in the webs; failure means that they take another 3D6 pulling themselves out. In melee the crystal spider attacks with two sharp forelegs and a poisonous bite. The forelegs each do 2D4 points of damage, and the bite does D4. A victim of this bite must also save versus poison at a -2 penalty or suffer the effects of type E poison (save versus poison or die, save equals 20 points of damage). If both forelegs successfully hit with a natural 18 or better, the crystal spider has grasped its foe. Once grasped, the victim takes 4D6 points of damage every round, and the spider gains a +4 attack roll bonus for each bite attack thereafter. The crystal spider cannot grasp victims larger than four feet wide. This does not stop it from attacking, however. A crystal spider is especially susceptible to a shatter spell. If such a spell is used, the spider takes 3d6 points of damage (a saving throw is allowed for half damage).

The crystal spider is a solitary creature, building its webs in some of the most remote areas. It survives on liquids (preferring human blood). After a crystal spider has fed, it has a reddish tinge throughout its body. This disappears over the next several days. While the crystal spider can move about on its web without harming itself, it does not dangle from its web like a normal spider, preferring to stay on the ground. The crystal spider often weaves gems into its web. It has no knowledge of value; the only judgement is the shininess of the gem. A piece of brightly coloured glass may be used in preference to a valuable, but dull, ruby.

The crystal spider has no natural enemies, but many acquired ones. It is generally hunted for its webs, which make excellent edges for spears and knives.

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
A hit by a single tentacle causes D8 points of damage and can smash a one-inch-thick piece of wood. A four-tentacled snail makes four attacks as a 4 Hit Die creature, a three-tentacled snail makes three attacks as a 3 Hit Die creature, and so on. These attacks may be against one or two opponents. Both opponents must be in front of or to the side of the snail. Flail snail tentacles have 8 HPs apiece. Treat each tentacle as a separate creature. When a tentacle is reduced to 0 hit points it is useless. Flail snails attack until all of their tentacles are dead. Once this happens the monster withdraws into its shell and dies D3 turns later. During these turns the snail utters pitiful cries that are 50% likely per turn to attract a wandering monster. The body has hit points equal to the combined total of all the tentacles, but it is nearly impossible to attack because it is protected by the creature’s shell. The effective Armour Class of the body is -8.

Flail snails are protected against magic by their colourful shell. Whenever the snail is attacked by magic, the effects are variable – 40% chance of the spell malfunctioning, 30% chance of it functioning normally, 20% chance of it failing to work at all, and a 10% chance that the spell is reflected back at the spellcaster. A spell that malfunctions has its effect altered slightly (DM discretion). The altered spell then affects the creature nearest the snail (saving throw if applicable). Flail snails are immune to fire and poison, but they shun bright light.

Flail snails live peaceful lives crawling up and down dungeon and cavern corridors. Normally quiet, flail snails aggressively defend themselves, chasing attackers until they withdraw from the snail’s 6 metre, sensing range.

Feeding Habits: Flail snails live off lichen and algae growing on dungeon floors. Glands in their mouth secrete a substance that loosens the plants. The mouth then scrapes up the loosened plants.

Lifespan: 250 years

 

Fungus Ascomid

Ascomoids are huge, puffball-like fungi with very thick, leathery skin. They move by rolling.

Type: Monster

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
At first, an ascomoid’s movement is slow – 3 for the first round, 6 the next, then 9, then finally 12 – but they can keep it up for hours without tiring. Ascomoids attack by rolling into or over opponents. Small- and medium-sized opponents are knocked down and must rise during the next round or remain prone. Different types of weapons affect the ascomoid differently. Piercing weapons, such as spears, score double damage. Shorter stabbing weapons do damage as if against a small-sized opponent. Blunt weapons do not harm ascomoids; slashes and cuts from edged weapons cause only 1 point of damage. An ascomoid saves against magical attacks, such as magic missiles, fireballs, and lightning, with a +4 bonus to the saving throw; damage is only 50% of normal. (Cold-based attacks are at normal probabilities and damage.) As these fungi have no minds by ordinary standards, all spells affecting the brain (charm, ESP, etc.), unless specific to plants, are useless.

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.

Type: Monster

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
When phycomids attack, they extrude a tube and discharge the alkaline fluid in small globules that have a range of 4 metres. In addition to alkaline damage, the globs that these creatures discharge might also cause victims to serve as hosts for new phycomid growth. If a victim fails a saving throw vs. poison, the individual begins to sprout mushroom-like growths in the infected area. This occurs in D4+4 rounds and inflicts D4+4 points of damage. The growths then spread throughout the host body, killing it in D4+4 turns, and turning it into a new phycomid. A cure disease spell will stop the spread through the host.

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.

Type: Monster

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
None

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
None

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.

Type: Monster

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
If the spore is struck for even 1 point of damage it explodes. Every creature within a 6 metre radius suffers 6d6 points of damage (3D6 if a saving throw vs. wands is successful). If a gas spore makes contact with exposed flesh, the spore shoots tiny rhizomes into the living matter and grows through the victim’s system within one round. The gas spore dies immediately. The victim must have a cure disease spell cast on him within 24 hours or die, sprouting 2D4 gas spores.

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
When hunting, centipedes use their natural coloration to remain unseen until they can drop on their prey from above or crawl out of hiding in pursuit of food. They attack by biting their foes and injecting a paralytic poison. The poison can paralyze a victim for 2D6 hours, but is so weak that victims are permitted a +4 bonus to their saving throw.
Although a single giant centipede rarely constitutes a serious threat to a man, these creatures frequently travel in groups. When more than one centipede is encountered, the monsters will fight independently, even to the point of fighting among themselves over fallen victims.

Giant centipedes have several natural advantages, including poison and protective coloration, allowing them to compete with other small predators for game. Their poison bestows a certain immunity from being hunted, but hungry and skilled animals such as coyotes and large predatory birds hunt them effectively in lean times.

Feeding Habits: The centipede behaves like most other insects, roving from place to place in search of food; it has no set territory or dwelling. The centipede simply goes where its hunger leads it. It is an aggressive and hungry carnivore that must eat at least once a day to survive. Hungry centipedes often resort to cannibalism. Their preferred targets are small mammals that are easily overcome by their weak poison. If they are very hungry, however, they have been known to attack anything that moves, including humans.

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.

Type: Monster

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
The giant scorpion is 95% likely to attack any creature that approaches. The creature has a hard, chitinous carapace that gives it Armour Class 3. This monster attacks by grabbing prey with its two huge pincers, inflicting 1-10 points of damage each, while it lashes forward with its tail to sting. Thus, it can fight three opponents at once. If a giant scorpion manages to grab a victim in a pincer, it will automatically inflict 1-10 points of damage each round until it releases the victim. The victim has but one chance to escape. If he can make his bend bars/lift gates roll, he will escape the claw. However, this can be the character’s only action that round and it can be tried only once per combat. If the sting is employed against an untrapped victim, an attack roll is required for a successful attack, but a trapped character is automatically struck by any sting attack directed at him with no attack roll required.

The sting inflicts 1-4 points of damage and the victim must save versus poison or die the next round (type F). Note that scorpions are not immune to their own poison. If a scorpion is reduced to 1 or 2 hit points, it will go into a stinging frenzy, stinging everything in sight, gaining two attempts to hit per round with only the tail. Slain creatures are dragged to the scorpion’s burrow to be eaten.

Giant scorpions live in underground burrows or dungeons. Each lair may (20%) have 5D4 scorpion eggs. These beasts eat any living creature that is unfortunate enough to stray too close to their lair. Any treasure found comes from the bodies of human or demihuman victims that have been dragged here to be consumed. Armour is rarely found intact, since the scorpion will surely have used its pincers to cut up its prey.

Feeding Habits: These bizarre insects contribute to the ecosystem by feeding on other giant versions of insects such as spiders and ants. They themselves are prey for purple worms and other huge, subterranean creatures. Alchemists and assassins prize the scorpion’s venom because of its potency.

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
Giant slugs can bite for D12 points of damage, but their main attack form is their corrosive acid saliva. The acid is spat at a single target and corrodes any organic tissue (plants or animals). It will also destroy equipment (saving throw vs. acid). The acid inflicts 4D8 points of damage (successful saving throw vs. breath weapon for one-half damage). Giant slugs can use this breath weapon every round (its acid stores are never used up). Slugs are not very accurate with this attack; the first shot has only a 10% chance of hitting. The success of subsequent shots depends on the distance to the target – the base chance of hitting is 90% at a distance of ten yards, with a -10% penalty per additional ten yards. If the slug misses, the acid hits 10 feet from the desired target (determine randomly which direction). Note that giant slugs are impervious to this acid spittle.

Giant slugs are immensely strong and can batter down doors and wooden buildings in seconds. They have no bones and can squeeze through holes and crevasses normally impassible to much smaller predators. For example, a party of adventurers might seek cover in a large stone building, while taunting the slowly approaching slug behind them. To their astonishment, the huge creature enters through the same doorway the party did and begins to send acid everywhere.

The rasping tongue of a giant slug enables it to burrow through 1 foot of earth or 6 inches of wood per round, making most standard barricades useless against it. Because of their lack of bones and their thick, rubbery hides, giant slugs are not harmed by blunt weapons or spells that cause crushing or impact damage. Only edged and pointed weapons and magical attacks, can harm a giant slug.

Giant slugs can be found in any wet and dark environment, including deserted dungeons, swamps, and rain forests. Giant slugs are solitary creatures and speak no language. They are barely sentient, exhibiting only rudimentary instinctive reactions when confronted. Normal slugs have a nasty reaction to salt when it is sprinkled on them. They dry up and die in D4+1 rounds. It is unlikely that this technique is adaptable to the giant variety, but some fabrication and summoning spells might be adaptable if there ever seemed to be a need for it. For now, giant slugs remain a very real danger in jungles, forests, and dungeons everywhere.

Feeding Habits: No one has ever found a good use for giant slugs, except maybe as huge garbage disposals. They have no known predators. They will eat anything – plants, carrion, garbage – but prefer warm, living flesh when they can catch it. Since giant slugs have such huge appetites, they rarely attack smaller creatures, such as squirrels and monkeys, which they have a hard time seeing anyway. Even on a good day, they must usually supplement their feedings with some vegetation.

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.

Type: Monster

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
Giant spiders are web-spinners that build strong, sticky webs, and often lurk nearby waiting for victims to get stuck while examining the beautiful constructions of their own spinning. A being with Strength 19 or more is unaffected by the webs. For each point of Strength less than 19, it takes one round to break free of the webs (for example, a PC with Strength 15 can break free in four rounds). As many spiders as possible will attack the defenseless victim during its struggle to free itself. Entangled characters can be attacked with a +4 bonus to hit, and lose all Armour Class adjustments due to Dexterity.

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.

Type: Monster

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
Lurkers are slow-moving creatures that must wait for their prey to come into range. Lurkers wait on the ceiling, then drop and wrap themselves around their prey. Lurkers cause a -4 penalty to opponents’ surprise rolls. The constriction causes 1d6 points of damage per round and suffocation within 1d4+1 rounds, regardless of the damage suffered by the victim. This damage is automatic each round unless the victim breaks free or the lurker dies. Lurkers do not stop attacking until dead. Prey can only fight with short weapons that were in hand when the lurker attacked.

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.

Feeding Habits: Omnivore, Lurkers and Trappers are opportunistic feeders that make do with whatever wanders by.

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
Mobats prefer warm-blooded prey that they bite to death with their fangs. They have a dim and evil intelligence that gives them a desire for shiny objects. Because the typical mobat has a wingspan of 12 to 16 feet, they must have large areas to serve as flight runways. Because Mobats’ flight is so rapid and silent, their victims suffer a -3 penalty to their surprise rolls. They can also give a piercing screech that causes such great pain that victims seek to cover their ears rather than fight, unless a saving throw versus paralyzation is successful. This screech is always used if the prey resists and it is effective in a 20-foot radius about the mobat. Note that mobile mobats have an Armour Class of 2. Under crowded flying conditions, their Armour Class suffers and raises to 7. When not in flight, mobats have an Armour Class of 10.

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
Otyughs lurk under piles of offal with only their eyes exposed. They usually attack if they feel threatened, or if they are hungry and there is fresh meat nearby. They attack with their two ridged tentacles, which either smash an opponent or grapple it. Grappled opponents suffer D4 points of damage per round. Otyughs’ bite attacks gain a +2 bonus to the attack roll when biting grappled opponents. Otyughs smash grappled opponents to the ground, characters with a Strength of at least 18 can struggle for one round and automatically break free; others must make a successful open doors roll to escape. They are disease-ridden; their bite is 90% likely to infect the character with a debilitating (80%) or fatal (20%) disease. Otyughs are immune to these diseases.

Otyugh have infravision with a 90-foot range. They live in ruins and dungeons. They make deals with other dungeon denizens, agreeing not to attack them in exchange for their dung and body wastes, which they then devour. To keep the supply of waste coming (and to get fresh meat) they will agree to help defend their home against intruders, which includes many adventurers. Otyughs may be persuaded not to attack creatures in exchange for promises of friendship and food. An otyugh’s dungeon allies will sometimes ask it to guard treasure for them. Most live alone; 10% of the time, during mating season, two can be found in its lair.

Feeding Habits: They feed on dung and wastes from other dungeon creatures (gulguthra means “dung eaters”) but also enjoy an occasional snack of fresh meat.

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
None

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
Opponents suffer a -2 penalty to surprise rolls when faced by a roper. Ropers attack by shooting strong, sticky strands at opponents. They can shoot a total of six strands, one per round, as far as 15 metres; each strand can extend (D4+1)×10 feet and pull up to 340 kgs. Each time a strand hits (requiring a normal attack roll), the victim must make a successful saving throw vs. poison or lose half its Strength (round fractions down). Strength loss occurs D3 round after a hit, is cumulative for multiple hits, and lasts for 2D4 turns. If a roper’s prey cannot break free, it is pulled 3 metres closer per round; when it reaches the roper, the creature bites the victim for 5D4 points of damage (automatic hit against a victim held by a strand). A strand can be pulled off or broken by a character who makes a successful open doors roll. A strand can also be cut; it is AC 0, and it must take at least 6 points damage from a single hit of an edged weapon to be severed.

Ropers are unaffected by lightning and take only half damage from cold-based attacks. They have a -4 penalty to saving throws vs. fire.

Ropers are not social and rarely cooperate with one another, though a group of them may be found in a good hunting spot. A group of ropers has been named a “cluster” by scholars with nothing better to do.

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
Rust monsters are placid by nature, but when they get within scent range of metal, they become excited and immediately dash toward the source. Rust monsters can smell metal up to 27 metres away. If the rust monster’s antennae touch metal (determined by a successful attack roll), the metal rusts. Magical items have a chance of being unaffected equal to 10% for each plus (a +2 weapon or armour has a 20% chance of not being affected). Any affected metal rusts or corrodes and immediately falls to pieces that are easily eaten and digested by the creature. Metal weapons striking a rust monster are affected just as if the creature’s antennae had touched them. Should a nonweapon metallic magical item happen to make contact with a rust monster, treat it as a +2 magical weapon for purposes of determining whether or not it breaks up.

Rust monsters, being none too bright, stop pursuing a fleeing party for one round to devour metallic items, such as a handful of iron spikes, a mace or a hammer, if the party throws them behind. Rust monsters go after ferrous metals such as iron, steel, and magical steel alloys, such as mithril and adamantite. They choose such metals over valuable metals such as copper, gold, silver, or platinum. In fact, they would continue to pursue a party that just dropped a fistful of copper coins, for example, in hopes of getting the much-preferred ferrous metal of armour and weapons.
Sometimes (30% chance), a rust monster will even pause for one round during combat in order to eat. Rust monsters are not known for being tacticians, just ravenously hungry metal-eaters. Feeding time always takes one round regardless of the size of the metal meal.

Rust monsters dwell only in dark, subterranean places such as caverns and underground structures. They are not disposed to groups; often a lair comprises one or two rust monsters, with a 5% chance of encountering a single offspring, which acts as a half-strength rust monster with a full-strength appetite. These creatures have been known to range the length and breadth of an underground complex, searching for supplies of metal.

The creature’s relatively inoffensive nature makes it an unlikely target. There have been many accounts of mages approaching a rust monster and the only reaction from the beast was a cursory sniff, then a leisurely departure. Dwarves and gnomes, known for metalworking and mining, have no sympathy for rust monsters, and will do anything to get rid of them. The only treasure to be found in a rust monster lair is gems, usually the sort used for decoration on armor or sword pommels. Rust monsters have no grand designs, only the wish to keep well-fed. Rust monsters help in removing metallic junk and clutter from underground fastnesses. In fact, it is not unusual to find a rust monster and a carrion crawler working in a symbiotic relationship, with the latter eating the organic litter and the former consuming the metal castoffs.

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
A tentamort drags itself through dungeon corridors, using its sense of smell to find a well-travelled doorway or intersection. The tentamort then attaches itself to the ceiling or wall and waits for prey. Any creature coming within ten feet of the tentamort is attacked by the tentamort’s two larger tentacles. Each tentacle has 2D8 HPs, while the head/body has 4D8 HPs. When a tentacle is reduced to 0 hit points it is severed. Severed tentacles grow back in one week’s time. Severing one tentacle does not affect the other. The only way to kill a tentamort is to destroy the head/body.

Each tentacle can lash an opponent for D6 points of damage. In addition, each has a special attack. One tentacle is a powerful constrictor. This tentacle seizes its target on a hit 2 or more above the required to hit roll (or on a natural 20). Seized victims are trapped within the constricting coils of the tentacle. Victims cannot move their arms, cast spells, or use weapons. They may use their natural Strength to try to break free (successful Strength check required, with a -2 penalty). Each round thereafter, the tentacle automatically inflicts D6 points of constriction damage; no attack roll is required. The tentacle continues to constrict until the victim dies or until the tentacle is severed. The other tentacle is much more deadly. A hollow needle of bone, six inches long, protrudes from its end. Like the first tentacle, this one seizes prey on a roll of 20 or on a hit 2 above what is needed. This tentacle, however, does not constrict. Instead, the round after grasping, the bone needle is inserted into the victim (no roll required). During the next two rounds the tentamort injects a saliva-like fluid into the helpless victim. This fluid softens the victim’s muscles and organs to enable them to be sucked out through the hollow needle. If the tentacle is severed during injection, the victim can be saved by casting a cure disease spell cast upon him within one hour. Creatures receiving the full two-round injection die automatically three rounds later unless treated by more powerful and immediate magic. A heal spell will negate the fluid, as will a regenerate followed by cure wounds.

If two victims are within reach, the tentacles attack them simultaneously. If only one target is available, both arms attack it. Tentamorts respond to very basic stimuli. They withdraw rapidly from fire or cold. Unless very hungry, tentamorts quit attacking after losing one tentacle. Tentamorts live in both dungeons and dismal swamps. In dungeon settings they clump together in nests of D10 around a single entrance or tunnel bend. In swamps they usually spread out more, with individuals wrapping their feet around trees and then mixing their tentacles in with the water and muck.

The body of a tentamort is little more than a huge hunk of flesh. They are frequently hunted by goblins, orcs and other intelligent creatures. They kill tentamorts by standing out of their reach and firing arrows into them. To avoid this, tentamorts sometimes crawl back into crevices, attacking with their tentacles while protecting their vulnerable head/body. The poison glands of a tentamort sell for 10D4 gold pieces. From a single tentamort a skilled alchemist can make D3 doses of a deadly, tasteless, odorless poison. When consumed, this poison causes a slow disintegration of the victim’s internal organs. The victim loses 1 hit point the first day, 2 the second, and so on. Victims cannot be healed (even magically) until a neutralize poison is cast on them. Untreated victims eventually die from massive internal bleeding. This poison is favored by assassins, especially those who like to be miles away when their victim dies.

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
For all of their monstrous features, umber hulks are intelligent opponents. They usually dig to a point adjacent to a main corridor, then wait, peeking through a crack they’ve made, until likely prey walks by. The umber hulk then springs out upon its startled victim. When using this technique, opponents have a -5 modifier on their surprise rolls. Other tactics involve planned cave-ins and dead-end tunnels where an umber hulk can wait for victims to come to him. Their burrowing rate varies from 3 metres per turn in solid stone to 18 metres per turn in soft earth. In melee, umber hulks can deliver a vicious bite but, understandably, their main weapon is their great claws. Worse, looking into an umber hulk’s eyes causes confusion, as per the spell, unless a saving throw versus spell is made. In addition to this special confusion attack the outer eyes of an umber hulk provide the creature with infravision to a distance of 27 metres. The one saving grace when fighting an umber hulk is their speed. Their gait is slow and ponderous and their balance is poor in wide spaces. Umber hulks never fight to the death unless cornered (which is rare, since the creature can dig through stone). If hard pressed, an umber hulk won’t hesitate to cause a cave-in (25% chance of success per round) and then dig his way to freedom.

Umber hulks dwell in the depths of the earth. Umber hulks are usually solitary hunters. No umber hulk culture is known, but it is rumoured that there may be entire cities of these beings underground with tunnels that radiate out, like threads in a spider’s web, toward the nearer dungeons and mountain ranges. If true, this would explain much, for umber hulks seem to disappear or spring up in a region at will and always take great care in hiding their tunnels behind them.

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

 

 

Bestiary