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attack/defense modes randomly deter-

mined as for player characters. It has 2-5

cHE Drù\qoN's
minor disciplines and a 25% chance of
having a major discipline. The minor disci-
plines are among the following: anímal
telepatlry, cell adjustment (as fighter),
domínation, ESP, inoisibility, and clairuoy-

RESCIAR>7 ance. The major discipline is telekinesis,


which is always accompanied by clairaoy-
ønce as a minor discipline, All powers are
at the ninth level of mastery,
The Dragon s Bestiary last $aced the polyp before fracturing enough to allow If encountered, a brain coral may at-
pages of DRAGON@ Magazine ln issue #61. the attacker to actually get at the AC 10 tempt to read its visitors' minds if the
Since thery new monsters have rnade only polyp. Nematocyts (stinging cells) through- coral has ESP If attacked and if it pos-
occasional appearances here (save in our out the skeleton inject a weak neurotoxin sesses telekinesis, the brain coral uses its
Creature Catalogs) -
but that has now into victims which can paralyze for 1-10 power either to move attackers away from
changed. We are pleased to bring back one rounds (save vs. poison at +4). the area or to batter one attacker with
of the mostliked of our columns, hope- The brain coral has a psionic stren$h of underwater debris for 2-5 hp damage/
fully for a long stay. 30-50 points (60-100 psionic abilþ) with round.
This edition of The Dragorfs Bestiary
presents new flora and fauna for oceanic
adventuring. Handle them with care - if
you handle these creatures at all.

Credits
Gregg Chamberlain: Brain coral, giant
clam, giant grouper, giant porcupine fislt,
electric ray, sawfis\sau)shark
Alex Gray: Sea titøn
Spike Y. Jones: Seø centaur, weed giant
Nick Kopsinis: Giant sea anemone
Robert Maurus: Morana

BRAIN CORAT
FREQUENCY: Very røre
NO. APPEARING: 1
ARMOR CLASS: 10þ (exoskeleton)
MOVE: Ml
HIT DICE: 3
% IN LAIR: 100%
TREASURE TYPE: Incidentøl
NO, OF ATTACKS: See below
DAMAGE/ATT ACK: See belou¡
SPECIAL ATTACKS: Poison, psionic powers
SPECIAL DEFENSES: Psionic powers
MAGIC RESISTANCE: Støndard
INTELLIGENCE: Exceptíonal
ALIGNMENT. Ne¿fral
SIZE: S (2')
PSIONIC ABILITY: 60-100
Attack/Defense Modes: See belal
LEVEL/X.P. VALUE: lll/120 + 3/rp

Brain coral is an evolutionary offshoot of


a fype of stony coral. It has an exoskeieton
that is convoluted and ridged so that it
resembles a human brain. Like its simpler
cousiry this more advanced type of brain
coral is restricted to the warm waters of
the tidal zone, but may be found at depths
of 1,000' + . Usualiy, it is found with the
growth of a coral reef or atoll where
feeding is easier.
The brain coral consists of the animal
polyp which has settled and, over the
years, built up an exoskeleton of pure
calcium carbonate around it for protec-
tion. The exoskeletonis AC 5 and takes
damage equal to the total hit points of the

38 DEoEMBER '1986
Brain coral skeletons are yellow, brown, pus. They are found in any area where and hold prey with a strengh greater
or olive in color. If removed from the either of the other two creatures might be than 6.
water, the skeleton turns bone white, found. The carnivorous clam can, by a sudden
Sea centauts usually gather in small, expulsion of water through closing its
nomadic families, but occasionally may be shell, jet backwards and ram an opponent
CENTAUTç SEA found amongst a group of t¡itons. Tritons within 5' for 1-10 points of damage. The
feel superior to the sea centaurs because clam's usual method of attack is to shoot a
FREQUENCY: Very røre of the latter's lesser abilities (e.g., lower mild neurotoxin into the water through its
NO. APPEARING: 1-3 magic resistance, lack of psionic ability, exhalent siphon. The toxin disperses in a
ARMOR CLASS: 5 etc.); tritons sometimes use sea centaurs as S'-diameter cloud and causes paralysis for
MOYE: /fr.A" mounts if the latter are agreeable. 1-12 rounds to any creature that fails to
HIT DICE:5 For the most part, sea centaurs have no make its saving throw vs. poison. The
% IN LAIR:Nll treasure (except for an occasional piece of paralyzed prey is then grasped by the
TREASURE T\PE: S ee b eloto jewelry), although 10% of them have ac- clam's tentacles and either pulled directly
NO. OF ATTACKS: l ueapon quired tritons' magic conch shells. When into the clam (for t hp/turn digestion
DAMAGE/ATTACK: By weapon trye used by sea centaurs, these shells suÍunon damage thereafter) or cut into smaller
SPECIAL ATTACKSI Spells 2-8 hippocampi; they can also be used to pieces by sawing motions of the clam's
SPECIAL DEFENSES: Spells send messages underwater within a half- shell (1-2 hp damage/round).
MAGIC RESISTANCE: 5% mile radius. The inside of both clam shells are lined
INTELLIGENCE: Aoernge to exceptional There is a 10% chance that any sea with nacre or mother-of-pear1, with a base
ALIGNMENT: Chøotic good centaur has the ability to cast spells as a value of 50 gp depending on the amount
SIZE: L (12-15' long) Lst-4th level druid. All sea centaurs speak of mother-of-pearl adventurers can re-
PSIONIC ABILITY: NII hiton and hippocampus, and 25% of them cover. (DMs should consult the table on
Attack/Defense Modes: Ml also speak coÍunon. They say little about page 26 of tine Dungeon Masters Guide to
LEVEL/X.P. VALUE: Vp.45 + Slrp the deity they worship, but it is assumed determine the final amount. This amount
to be the same one as worshiped by the should never exceed 500 gp.) There is a
These aquatic creatures appear to be a tritons (i.e., Triton). 10% chance that a clam has one giant
cross between a hiton and a hippocam- pearl worth 500-1000 gp, depending upon
its size and quality. The pearl may be as
large as a fist, but will not be as lust¡ous
CLAM, GIANT as smaller pearls from pearl oysters.
There is a 5% chance that, scattered about
Giant Clam Giant Carnivorous Clam or buried in the sediment around the
FREQUENCY: Rare Rare clam, a few coins, accout¡ements, or mi-
NO. APPEARING: 1-4 L-4 nor magic items were left behind by an
ARMOR CLASS: 1.0/3 (shell) L0/4 (shell) unforfunate victim who was caught and
MOVE: //L" //1" ft)' using burstsl drowned,
HIT DICE: 3 4 Both clams are nearly identical in ap
% IN LAIR: 1.00% 50% pearance. The upper shell of both clams is
TREASURE TYPE: See below See below light brown, while the lower shell is white.
NO. OF AfiACKS: Nt¡ 'L ram Giant clams of both varieties are found
DAMAGE/ATTACK: Nil 1.-1.0 nestled in the sand or resting on the sedi-
SPECIAL ATTACKS: Entrapment Poison cloud, surprise, continuous damage mentary bottom of oceans. Sometimes, the
SPECIAL DEFENSES: Nil Nil giant clam buries itself to provide an of-
MAGIC RESISTANCE: Standard Standard fensive advantage against prey (surprise
INTELLIGENCE: Non- Animal on 1-5).
ALIGNMENT: Neutral Neutral
SIZE: M (6' length) M (6' length)
PSIONIC ABILITY: Nil Nit GROUPER" GIANT
Attack/Defense
Modes: Nil Nil FREQUENCY: Uncommon
LEVEL/X.P. VALUE: III/90 + 3ltp IV/1.75 + 4/rp NO. APPEARING: 1-6
ARMOR CLASS: 5
Both the giant clam and the giant carniv- ful adductor muscles, which act as a hinge MOYB /20"
orous clam are found in shallow tropical for the shell, a bend barsflift gates rclI is HIT DICE:5
and semitropical waters, down to a maxi- required to force the shell open again. % IN LAIR: 75%
mum depth oÍ 200'. Both have numerous The giant carnivorous clam has evolved TREASURE TYPE: R, X
tiny, blue eye spots located near the edges a slightly higher intelligence than its ses- NO. OF ATTACKS:1ålf¿
of the shell. These eye spots can distin- sile cousin, which it uses to hunt for prey, DAMAGEiATTACK: 2-12
guish between light and shadow, and can Both clams are capable of using their SPECIAL ATTACKS: Swallow whole,
detect movement, but not size. Special inhalent and exhalent siphons to move contínuous damage
organs near the front of the mantle cavity, across the sea bottom; the carnivorous SPECIAL DEFENSES: Nil
where the soft body of the clam sits, de- clam can also, through vigorous clapping MAGIC RESISTANCE: Standørd
tect and analyze chemical haces in the of its shell halves, "swim" in a jerky fash- INTELLIGENCE: Non-
water. ion with its exhalent siphon, providing ALIGNMENT: N¿ufral
The giant clam is a filtrationist, living on lateral adjustment and maneuverability. SIZE: L (1-7'-20')
minute shrimp and microscopic animals, The shell thickness of the clam is ¡educed PSIONIC ABILITY: Nll
and on algae colonies growing inside the to increase buoyancy. The clam's external Attack/Defense Modes: Ml
clam's shell mantle. lVhen threatened or cilia have evolved into a set of 4-10 2'-long LEVEL/X.P. VALUE: IVp.05 + slrp
when something reaches inside the clam's tentacles, used mainly to grasp and move
shell, the giant clam's usual defense is to prey to the clam's stomach, The tentacles The largest of the grouper family of fish,
close its sheli. Due to the animal's power- are too weak to do any damage or to grasp the giant grouper weighs as much as 1,000
Dnnooru 39
pounds. A deep sea predator, the giant darker colors, usually blending with the each round foliowing. While locked onto a
grouper can usually be found lurking near aquatic environment. The morana regen- victim, the creature has AC 6. The morana
coral reefs or lairing in the sunken hulls of erates at the ¡ate of t hp/turn if wounded. releases its hold and flees if it is reduced
wrecked ships. Its huge jaws act in a man- The morana's movement is a quicþ to a third of its hit points or less.
ner sirnilar to that of a suction pump, constant, side-to-side pattern. Missile fire Moranas are aggressive and are avoided
drawing smaller fish into the gaping maw automatically misses the creature at first, even by sharks. They lair in coral niches
of the grouper, Solitary divers sometimes and a -4 penalty applies to all such "to or caves/ much like moray eels, and are
fall prey to this fish. hit" rolls thereafter, The morana has AC 3 often mistaken for morays while resting. If
The grouper can, on a natural die roll of whiie in motion. Though the damage from encountered in its lair, a morana may
20, swallow a man-sized or smaller object a bite is but 2-5 hp, the morana inflicts shoot out to 40' in a single thrust, thus
whole. If a swallowed person swailowed additional damage by locking its jaws; the gaining a +2 bonus on its "to hit" roll and
has a dagger or similar small sharp-edged victim of such a bite takes double damage surprising on a 1-5.
weapon in hand when swallowed, he may
cut his way out of the fish by inflicting
damage equai to 25% of the total hit points
of the fish. A character has only 1 turn in PORCUPINE FISH,
which to do this, as the giant grouper's
digestive fluids then begin to act, deliver-
GIANT
ing 1-4 hp/round thereafter. Characters
may try to exit the grouper when it opens
its mouth to swallow other prey as well.

MORANA
FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 6 (2 if moaing)
MOYE: //18" FREQUENCY: RøTE
HITDICE: 3+2 NO. APPEARING: 1-2 RAY, ETECTRIC
% IN LAIR:30% ARMOR CLASS: 6
TREASURE TYPE: MI MOYE: /25" FREQUENCY: RøTe
NO. OF ATTACKS:1 ålte HIT DICE: 1 NO. APPEARING: 1-3
DAMAGE/ATïACK: 3-6 % IN LAIR:25% ARMOR CLASS: 7
SPECIAL ATTACKS: Surprise, continuous TREASURE TYPE: MI MOYE: //9"
damage NO. OF ATTACKS: I blfe HIT DICE:2 + 4
SPECIAL DEFENSES: Eoades missiles, DAMAGE/ATTACK: 1-3 % IN LAIR: Ml
regenerution SPECIAL ATTACKS: Killing poison TREASURE TYPE: MI
MAGIC RESISTANCE: Standørd SPECIAL DEFENSES: NII NO, OF ATTACKS:Nll
INTELLIGENCE: Animal MAGIC RESISTANCE: Støndañ DAMAGE/ATTACK: NiI
ALIGNMENT: N¿afrøl INTELLIGENCE: No¿- SPECIAL ATTACKS: Electric shock,
SIZE: S (S-4' long) ALIGNMENTT N¿utrøl surprise on 1-5
PSIONIC ABILITY: Nil SIZE S (Z-3'Iong) SPECIAL DEFENSES: Camoullage (tueat as
Attack/Defense Modes: Nil PSIONIC ABILITY: Nll inaisible if buried)
LEVEL/X.P. VALUE: tV/160 + l¡hp Attack/Defense Modes: Ml MAGIC RESISTANCE: Standard
LEVEL/X.P. VALUE: It/45 + 1/hp INTELLIGENCE: No¡t-
The ALIGNMENT: N¿¿frøl
shape, The giant porcupine fish is related to the SIZE: M (A' bng)
angry puffer fish and the smaller porcupine fish. PSIONIC ABILITY: Nil
greery The giant porcupine fish is territorial and Attack/Defense Modes: Ml
is most often fou¡d near tocky shelters LEVEL/X.P. VALUE: Itt/120 + 3/hp
and coral reefs. If endangeted, this crea-
ture flees to lts abode at the eatliest Also known as the crampfish and as the
opportunity. torpedo ray on some planes of the multi-
The giant porcupine fish can bite for 1-3 vetse, this member of the family of skates
hp damage; when attacked or threatened, and rays is generally found at depths of
it inflates its body, swelling to a size three 200' in warmer ocean waters, though the
times its normal girth. This action is per- creature has been encountered at wading
formed by retaining water in the crea- distance from shore. The slow swimming
ture's stomach and using flexible speed for a marine animal of its size is due
abdominai sacs. By inflating itsell the fish to the muscles at the base of the pectoral
causes numerous dagger-length spines to flns - flns which have evolved to form
áppear across its body. If an attacker organic plates with a negatively charged
comes within 5' of these spines, the giant undetslde and a positively charged upper-
porcupine fish may approach and attempt slde. fhe ray generally makes use of pro-
to score a successful hit; if this happens, tective camouflage and burrows into the
the attacker takes 3-12 hp damage from sediment on the ocean floor to avoid its
the spines and must also make a save vs, enemies, becoming effectively invisible.
poison; failure results in death within 1-4 The ray uses its electrical shock to stun
rounds, In any event, damage is taken, or kill the smaller fish upon which it feeds.
ï1 even if the attacker saves vs, poison. However, when threatened by larger

40 DECEMBER 1986
charge itself, and flees until it can do so.
An elechic ray can use its shock five times
a day.

SAWFISFVSAWSHARK
FREQUENCY: Uncommon
NO. APPEARING: 2-8
ARMOR CLASS: 6
MOYE: /20"
HIT DICE: 3
% IN LAIR:Ml
TREASURE TYPE: NiI
NO. OF ATTACKS: l sløslt
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: NiI
SPECIAL DEFENSES: NII
MAGIC RESISTANCE: Støndørd
INTELLIGENCE: Nom-
ALIGNMENT: N¿ufral
SIZE L (10- 12' long)
PSIONIC ABILITY: Nll
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: II/35+ 3/tp

There is little to distinguish the sawfish


from the sawshark except for the position
of the gill slits on each fish. On the saw-
age is taken on a shock: those creatures shark, the gill slits are on the sides of the
predators, the ray releases all its stored
neck; on the sawfisþ the gills are on the
electrical energy in one massive jolt (ap- within 5' of the electric ray take 2-12hp
damage, those within 1.0' fake 1-6 pointì, underside of the body.
proximately 200 volts) which sfuns any
and those within 1.5' take 1-3 points. Any The sawfish belongs to the family of
creature within a 1.5' radius. Failure to
creature outside the 15' radius feels a rays, and is similar in some ways to the
make a save vs, paralyzation results in a
slight tingle, but is otherwise unaffected. manta and stingray. The sawsharþ how-
stun which lasts from 2-8 rounds. Regard
The ray itself needs 5-20 rounds to re- ever, is a true shark. Both the sawfish and
less of saving throws, the followlng dam-
sawshark are characterized by a long, flat
snout with a row of teeth on each side.
Both fish use a side-to-side slashing motion
to attack their prey and to defend them-
selves. This sawlike snout makes up
roughly half the total body length of each
fish. On some individual fish, the snout
itself may be 6' long.

SEA ANEMONE,
GIANT
FREQUENCY: Rare
NO. APPEARING: 1 or 50-200
ARMOR CLASS:10
MOYE: //1"
HIT DICE: 7
% IN LAIR:98%
TREASURE TI('PE:' Incidental
NO. OF ATTACKS: L-3 tentacles
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Pøralytic poison,
entrapmenf swallow prey whole,
continuous damage
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standørd
INTELLIGENCE: Non-
ALIGNMENT: N¿rtral
SIZE L (see belozu)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Ml
LEVEL/X.P. VALUE: Vl/875 + 8/tp

The giant sea anemone is essentially a


larger and far more dangerous version of
DnRcoru 4'l
(-
its smaller relative. The larger of the two
creafures lives in a variety of ocean
depths; At depths greater than 50', how-
ever, the giant sea anemone is encoun-
tered singly. In tidal pools and secluded
shorelines, smaller varieties live in
colonies numbering f¡om 50-200,
The giant sea anemone has a maximum
tentacle reach of 30'. The body of this
creature is roughly 8' in diameter; its
mouth is nearly 6' across and is centered
between the creature's tentacles. Most
creatures of this species have 100 tenta-
cles, with a rare few having more or less
than this amount.
A successful hit with a tentacle causes
thousands of small, hooklike needles to
spring forth from the appendage. The
needles as a whole (not each individually)
cause 1-3 hp damage on the initial strike,
In this marurer, the giant sea anemone
attempts to restrain its victim, hâpping it
within the grasp of several tentacles. On
the round following a successful tentacle
hit, the sea anemone begins secreting its
poison into the victim's body. The poison
secreted causes a loss of 1 point/round
from the character's strength and dexter-
ity scores; similarly, the victim's movement attempts to swallow the victim whole. A
base is slowed by 1" /rcund. A character successful "to hit" roll by the creatule at TITAN, SEA
reduced to 0 in either strength, dexterity, this point results in the victim being swal-
or movement suffers the effects of paraly- iowed. A swallowed victim is ground up FREQUENCY: Very røre
zation and is unable to move without by internal organs which do as many NO, APPEARING: 1
outside assistance. A save vs. poison ne- points damage per round as the victim's ARMOR CLASS: 4
gates the effect of this secretiory as does a armor class (so AC 0 victims take no MOYE /21."
neutruIize poíson spell or power. damage). HIT DICE:22-28
At the beginning of each round, a The giant sea anemone carurot be killed % IN LAIR: 20%
trapped victim may attempt to break free by cutting off its tentacles; the central TREASURE TYPE: A, U, Z
of the giant sea anemone's grasp. To do so, body itself (where the hit points are) must NO. OF ATTACKS: l punch or 1. flipper
the character must roll successfully on his be attacked. A severed tentacle grows slap
open doors ability. If the character is held back at a rate of l'/day.The base of this DAMAGE/ATTACK: 10-60 or 1.0-40
by more than one tentacle, a successive creature cannot regenerate if destroyed SPECIAL ATTACKS: Crushing lug, spells
number of rolls equal to the number of (i.e,, taken to 0 hp or less). Although the SPECIAL DEFENSES: Spells
tentacles holding the character must be giant sea anemone has the ability to move, MAGIC RESISTANCE: 50%
made. Failure to make any of these rolls most rarely do so, prefering instead to INTELLIGENCE: High and up
means that the character has not broken remain in one spot for the duration of ALIGNMENT: Neutral (25% euil)
the grasp and is still within the giant sea their lives. The tidal anemone fastens itself SIZE: L (40'+ 2'/Í'ID beyond 22)
anemone's grasp. The sea anemone can to a rocþ while its deep-water cousin sits PSIONIC ABILITY: Nll
grasp a character with no more than three freely on the ocean bottom or on a rocky Attack/Defense Modes: Nil
tentacles at a time. Once the giant sea ledge. Any treasûe left around the giant LEVEL/X.P. VALUE: x116,600 + 35/hp
anemone has wrapped three tentacles sea anemone's lair is simply incidental; it is
around the character (an action requiring the remaining accoutrements of previous These monstrous beings inhabit the
three successful "to hit" rolls), the creatute victims, deepest, darkest depths of the ocean,
although they sometimes swim to lesser
depths to hunt for whales or passing
ships. Occaslonally, a hungry sea titan
Elysian Field''mapping accessories ventutes into coastal waters. In appear-
ance, sea titans resemble tritons - the
for role-ploying ond militory sinrulotion gomes main difference being their size. The
lower body of a sea titan resembles a
scaled pair of fish tails in place of legs
See our brond-new line (with the fins upright, not flat like a
ofBockpock Boords ond whale's), with the upper body of a man.
The sea titan has a ridge of small fins
flexible overloys. along its spine which extend down the
creatute's back and legs, diminishing be-
fore the flippers. The sea titan's fingers
coll or wrile: are webbed, and they have blue to blue-
green hair, silvery upper body skin, and
B ritton Designs
blue-silver scales.
5¡31 S. Blockstono Ave., Chicogo, lll. ó0ô15 12|l193- Sea titans have theability to summon
and control creatures of tñe sea through
42 DEoEMBER 1986
charm monsters spell use (by toucþ usa- neath it, or slap it with a flipper. If the
ble five times per day). Sea titans have the ship is small enough, the sea titan may hy WEED GIANT
additional ability to use as many first- to to crush it by embracing it in its sinewy
third-level spells as a 6th-level magic-user arms. A punch from a sea titan delivers 4 FREQUENCY: Rare
þut at the 12th level of ability). points of structural (hull) damage per hit; NO, APPEARING: 1
Sea titans feed on larger sea creatures a flipper slap delivers 2 points. A crush ARMOR CLASS: 5
and occasionally on passing sailors. For the delivers 8 points of structural damage, Sea MOYE //6"
most part howevet, sea titans do not titans have titan shength (a rating of 25). HIT DICE: I þrain only)
approach or harass seafarers unless har- Though they have little use for magical % IN LAIR:Ml
assed themselves, unless they are evil. An items, sea titans do have an interest in TREASURE T\PE: Incidental
attack on a sea-going ship is performed in treasure and often have a sizable stockpile NO. OF ATTACKS: 1. arm strike
one of several ways. The sea titan might of gold and silver as a result. Sea titans DAMAGE/ATTACK: 2-16
batter the ship with its massive arms, speak their own language, as well as triton SPECIAL ATTACKS: But'feting
capsize the ship by coming up from be- and 2-8 other oceanic toTìgues. SPECIAL DEFENSES: Hidden oulnerable
part, weapons resístances
MAGIC RESISTANCE: Støndard
UNDINE well-traveled route, populated seacoast, or INTELLIGENCE: Semi-
any other area which offers a great num- ALIGNMENT: N¿ufrøl
FREQUENCYT Very rare (uncommon on ber of potential victims. As a result, many SIZE: L (12' tall)
Elemental Plane of Water) bodies often litter the floor of the lake, PSIONIC ABILITY: MI
NO. APPEARING: 2-20 river, or ocean that they inhabit. Attack/Defense Modes: Nil
ARMOR CLASS: 6 Undines have the ability to clørm mon- LEVEL/X.P, VALUE: Vtfr2s + 10/hp
MOYE: //12" sf¿rs as per the spell, usabie once per day.
HIT DICE: 2 By doing so, undines can command larger This creature is not a true giant, but is
% IN LAIR: 80% sea creatures (whales, giant squids, or actually a composition of several hundred
TREASURE TYPE: P, R, any two magìc octopi) to do thelr bidding, Undines use strands of semi-intelligent seaweed. The
items (20%) these larger creatures to destroy ships or weed giant is not rooted and, although it
NO. OF ATTACKS: See below whisk saìlors ftom decks, Once in the gains food in the manner that regular
DAMAGE/ATT ACK See below water, these sailors are then attacked by seaweed does (i.e., through nutrients in
SPECIAL ATTACKS: Rapid drowning, the undines, who attempt to slay them. the water), it also feeds by entrapping
paralysis During this time, the other creatures do cÍeatures or other plants in its strands and
SPECIAL DEFENSES: Inaisible in wøter, not attack as the undine must kill the decomposing them with its digestive secre-
plane shift victim themselves in order to consume tions. The weed giant then absorbs its
MAGIC RESISTANCE: Standørd their lifeforce. An (invisible) undine grasps victim(s) through its shands. In this man-
INTELLIGENCE: Loæ a person on a successful to-hit roll, which ner, the weed giant is similar to an aquatic
ALIGNMENT: Neutral nil causes the victim to save vs. paralysis or variation of a shambling mound.
SIZE: S(3' Iong) become completely paralyzed, The victim Though composed of vegetable matter,
PSIONIC ABILITY: Nil drowns in 1-2 rounds, even if able to take the weed giant is an intelligent lifeform; it
Attack/Defense Modes: Nll a deep breath before going under. Undines thinks and acts with the same instincts
LEVEL/X.P. VALUE: IV/163 + Uxp are not strong/ so a mobile character can and drives that many animals do. The
easily escape ftom one's clutches. brain of this creature is at the center of its
These creatures come from the Elemen- Undines are naturally invisible in water, weed structure; it is from this point that
tal Plane of Water. Like water weirds, they even if attacking. If an undine is losing a the strands emanate. In order to kill a
enjoy drowning their victimsi it is also battle, the creature flees for its lair. Char- weed giant, a successful attack must be
believed that they survive by draining the acters attempting to locate an undine must made against the creafure's b¡ain rather
lifeforce of their victims. In appearance, use magical means (spells or devices) to do than against its kelp strands, Attacks made
undines are similar to miniature merwo- so. In extreme cases, as when the undine's against the creature's brain are against AC
men; they have a single, scaled, lateral tail death is the probable outcome of combat, 3; all other attacks are against AC 9, but
(much like that of a dolphin) which is this creafure may use its ability to trans- do not effective hit-point damage to the
conñected to a humanoid upper body. port itself back to the Elemental Plane of monster, merely cutting away strands of
Their lairs are simply areas of water Water if no other means of escape is avail- weed which grow back in full in 1-4
which they use as a base for traveling able. This plane shift ability works once weeks. The brain can be attacked at ran-
between planes, This area is found along a per year, so they are reluctant to use it. dom 10% of the time (roll this chance
before rolling to hit the necessary armor
class); because the brain is mobile, it is
ôTATI OT VAP virtuâlly inrpossible to attack directly (in a
Theyear ioZOOO !They oaid it vould never happen a6aln. btlT tT UAöl!! nontandom fashion).
In combat, the weed giant does 2-76 hp
ctvtl \VAp tN Tt{t u ó.!t! damage on a strike with its weedy append-
Arter yeàß ol toreißn wârs ând iñept le¡dership, ages ("arms" or "legs"); if the creature
twenty states ¿ttempt StCISSION in thiJ newesl
Play.0¡Mail game from the PBM le¿de¡, Game misses, the displacement of water forces
Systêms lnc. As the COVIRNOR of the state of you.
choice, you must order the recru¡lment ard the victim away from the weed giant (a
plåcemenl of troopr, ¿llc¿te expend¡tu?es lor distance equal to 4-24') unless a save is
tràining, lnd$tiàl expânrlon ônd sclêntific r6êârh,
¿nd st¡ll try to keep your populâre håppyl. W¡(h made vs. paralysis, This water buffeting
Gsl'i Nf W" Phase" 3ysten pláy€ß cårr give from can also be employed by the weed giant to
50 to 10O ordeß per tùtn áíd lècê¡ve combåt
results ôn MULTIPII SAll[ts perrurn! Add thisto deflect any missile fire from any engine
smailer than a ballista. However, unless
the missiles strike the brain, they cause no
damage to the weed giant at all. All edged
weapons (except magical) cause only half
tt ll2i+3-l damage against this creature; blunt
Câme Sy3tems lnc. PO. 8or 431870 M¡ami,
weapons cause no damage at all,

44 DECEMBER 1986

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