Neutral Large Monster (20-ft, 500-lbs)
FREQUENCY: Uncommon
NO. APPEARING: 1 or 1-4 (VII or VIII 1)
SURPRISE: 33% — Others +34%
SENSES: infravision
ARMOR CLASS: 6
SPEED: 1" — fly 9" (Class E)
HIT DICE: 10 (hp 45)
% IN LAIR: 50%
TREASURE TYPE: C, Y
ATTACK AC 0: 10
MELEE: envelop (no damage) plus constrict
SPECIAL ATTACKS: constrict (1d6), envelop - Hits As: +3
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: VII (XP 1,500 + 14 per hp)
This terrible beast somewhat resembles a large manta ray. Its greyish belly is so textured as to appear to be stone, and the lurker' typically attaches itself to a ceiling where it is almost impossible to detect (90%) unless actually prodded.
The lurker above is a carnivorous creature found only in subterranean places. If the chamber or cave is large there might be as many as 4 of them, but normally only 1 is encountered. Unintelligent, the lurker will fight until dead.
They surprise prey on a 1-4 (on a 6-sided die).
A lurker' can creep along surfaces but slowly (1") or by using a gas which it generates and excretes into sacs about its body. This gives the lurker above a neutral bouyancy, and it then flaps its wing-like appendages and flies about.
When disturbed, the lurker' drops from the ceiling, smothering all creatures beneath in the tough folds of its "wings."
This constriction causes 1-6 points of damage per round, and the victims will smother in 2-5 rounds in any event unless they kill the lurker' and thus break free.
Prey caught in its grip cannot fight unless the weapons used are both short and in hand at the time the creature falls upon them.
Neutral Large Monster (10-ft, 250-lbs)
FREQUENCY: Rare
NO. APPEARING: 1
SURPRISE: 33% — Others ~Auto
SENSES: infravision, tremorsense
ARMOR CLASS: 4
SPEED: 3" — burrow 6"
HIT DICE: 10 (hp 45)
% IN LAIR: 40%
TREASURE TYPE: G
ATTACK AC 0: 10
MELEE: envelop (special) plus constrict
SPECIAL ATTACKS: constrict, envelop - Hits As: +4
SPECIAL DEFENSES: resist fire (half-none), resist cold (half-none)
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
MORALE: 50%
SAVES: Poison 8, Petrify 9, Wand 10, Breath 9, Spell 11
LEVEL: VI (XP 1,000 + 14 per hp)
Miners are not as amorphous as their trapper cousins and are usually similar in appearance to a tailless aquatic ray. Skin is mottled brown or greenish brown. Its frontal edge is hard bone, which extends to a central dorsal ridge lined with 6-25 brown barbs.
The miner is a relative of the trapper and adapted to woodland survival. It is carnivorous and preys on small woodland animals; however, it often employs a form of ambush by which it acquires more substantial meals.
It tunnels through earth to position itself a few inches below a traveled path or road, then extends its spinal barbs upwards through the surface.
Passing creatures do not usually notice the barbs, which look like twigs, and may step upon them (75% chance if surprised, otherwise 25% per creature passing.) Druids and rangers may, if unsurprised, see and correctly identify the barbs at a 5% chance per character level.
The barbs are poisonous; any creature stepping on one must save vs. Poison or be paralyzed for 2-40 turns.
Nevertheless, the miner will not reveal its presence until all surface vibrations have ceased (i.e., no movement), at which time it will dig out and attack what it has caught, enveloping it in a manner identical to the trapper (q.v.). This is an attack mode it will also employ if engaged in combat.
As it usually remains underground while foraging, the miner is difficult to attack unless dug out of its hiding place.
Neutral Large Monster (20-ft, 800-lbs)
FREQUENCY: Rare
NO. APPEARING: 1
SURPRISE: 33% — Others ~Auto
SENSES: infravision
ARMOR CLASS: 3
SPEED: 3"
HIT DICE: 12 (hp 54)
% IN LAIR: 85%
TREASURE TYPE: G
ATTACK AC 0: 9
MELEE: envelop (special) plus constrict
SPECIAL ATTACKS: constrict, envelop - Hits As: +4
SPECIAL DEFENSES: resist fire (half-none), resist cold (half-none)
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
MORALE: 60%
SAVES: Poison 7, Petrify 8, Wand 9, Breath 8, Spell 10
LEVEL: VIII (XP 2,850 + 16 per hp)
Trappers are amorphous in form, so they are able to shape themselves to the form of the floors of the places they choose to await prey. A typical trapper is able to cover an area of up to 400 square feet.
Trappers are clever monsters found only in caves, caverns, and other dark places. They prefer a subterranean habitation to all others.
They shape their flat bodies to conform to the floor surface of their abode. Being of a consistency almost as hard as stone, trappers are nearly impossible to detect (95%) by any normal means.
Usually a trapper will wait until its prey is near its center (where it often creates a protuberance which resembles a chest or box) and then suddenly closes itself upon the unsuspecting victims. The trapper then crushes them doing a base damage of 4 plus the armor class of the victim per turn of crushing.
Those entrapped are unable to use weapons, for the great musculature of the trapper prevents it.
Prey will be smothered in 6 melee rounds regardless of the damage sustained.
It must be killed or faced with certain death to make it free its prey. Its treasure is kept beneath it.
Trappers are resistant to fire and cold (half or no damage).