Chaotic Neutral Small Fey (humanoid) (4-ft, 80-lbs)
FREQUENCY: Rare
NO. APPEARING: 1 (20-80)
SURPRISE: 33%
SENSES: infravision, see in magical darkness
ARMOR CLASS: 4 — AC 8 in light
MOVE: 9"
HIT DICE: 1 + 1 (hp 6)
% IN LAIR: 20%
TREASURE TYPE: See description
THAC0: 18
MELEE: by weapon
MISSILE: by weapon
SPECIAL ATTACKS: backstab (x2), create darkness, detonate - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +6%
SAVES: Poison 13, Petrify 12, Wand 14, Breath 16, Spell 15
LANGUAGES: Dark Creeper
LEVEL: III (XP 110 + 2 per hp)
The dark creeper (a folk name for the race since the race name is unknown and the race language incomprehensible to linguists) is a humanoid, slightly-built creature about the same height as a dwarf. Members of the race always dress in sombre, dark-colored clothing, concealing as much of their pallid skin as possible.
It attacks with a normal (or, if one is possessed, a magical) dagger.
The creeper has the abilities of a 4th level thief in addition to the ability to detect magical items at a range of 15-ft.
The creeper also has the innate power to create darkness three times a day — when this power is used, all torches, lanterns and other non-magical sources of illumination within 50-ft are extinguished and cannot be re-ignited during the next hour (the duration of the creeper's power).
During this time the creeper has two main objectives. First, to destroy lanterns and tinderboxes, break flasks of oil and so on — any act which will inhibit the creation of illumination. Secondly, to steal any small magical items detected. Self-preservation ranks marginally above such objectives.
Magical sources of illumination may also be affected by the creeper's darkness abilities. In effect, they obtain a saving roll against magical frost, and if the item makes such a save it is not affected. If the item fails to save, however, it is extinguished for the next hour, after which its property returns to normal.
During the darkness, even infravision becomes useless; however the creeper will not use its power against parties not using artificial illumination, so elves using infravision, for instance, will usually pass unmolested. The darkness power may be countered by spells such as light, and if the creeper is attacked in normal illumination its AC is 8.
If a creeper is killed its body undergoes spontaneous combustion of such intensity that all within 10-ft of the victim are blinded (saving roll against magic permitted) for 1-6 full turns. All traces of the creeper are destroyed though metal items will normally (80% chance) be undamaged; magical items, metal or otherwise, will lose their dweomer if they fail to save against magical fire.
The dark creeper is particularly fond of small magical items such as rings and magic daggers — solitary individuals will carry 25% of their treasure in the copious pockets of their cloaks, so there is a 15% chance of a magic dagger, 5% chance of a magical ring and 10% chance of 1-4 gems or 1-2 items of jewelry on any individual en-countered. In lair multiply these probable treasure items by the number of male individuals resident, and add 1-100 platinum pieces and 50-500 gold pieces.
They detest light and dwell deep underground — usually leading a solitary existence though there have been rumors of underground villages inhabited by as many as 80 individuals, including 20%-25% females. These villages are always ruled by a dark stalker.
Chaotic Neutral Man-sized Fey (humanoid) (6-ft, 160-lbs)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES: infravision, see in magical darkness
ARMOR CLASS: 4 — AC 8 in light
MOVE: 9"
HIT DICE: 2 + 1 (hp 10)
% IN LAIR: 20%
TREASURE TYPE: see desc
THAC0: 16
MELEE: by weapon
MISSILE: by weapon
SPECIAL ATTACKS: backstab (x2), create darkness, detonate, spell-like abilities - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +11%
SAVES: Poison 13, Petrify 12, Wand 11, Breath 15, Spell 12
LANGUAGES: Dark Creeper
LEVEL: IV (XP 200 + 3 per hp)
Dark stalkers are the rarely-seen leaders of the dark creepers. They are nearly a race apart, for they breed almost exclusively amongst themselves. They are instantly noticeable amongst a group of dark creepers as they are Man-sized and stand head and shoulders above their underlings. There is an average of one dark stalker to every 25 dark creepers, and each dark creeper village will contain at least one stalker ruler. Stalkers will rarely be encountered on their own, but this has been known to happen as the stalker goes about some mysterious personal mission.
They fight with short swords if they must, and some of these are magical (25% chance).
Dark stalkers have all the powers of dark creepers, plus the ability to create a wall of fog twice per day.
If killed, a dark stalker explodes in a blinding flash equal to a 3-dice fireball.
All of their treasure is carried - there is a 7% chance of a magical ring and a 12% chance of 2-5 gems or 1-2 items of jewellery on any given individual encountered. If attacked in normal illumination, the dark stalker has AC 8.
Neutral (Lawful) Evil Small Fey (humanoid) (1-ft, 5-lbs)
FREQUENCY: Uncommon
NO. APPEARING: 12-48
SURPRISE: 17% — Others ~Auto (+34%)
SENSES: infravision (30-ft), exceptional hearing, scent, detect invisible (50%)
ARMOR CLASS: 7
MOVE: 15"
HIT DICE: ½ (hp 3)
% IN LAIR: see desc
TREASURE TYPE: O, Q (per 10), In Lair C, Q (x5), S, T
THAC0: 20*
MELEE: by weapon
MISSILE: by weapon
SPECIAL ATTACKS: none - Hits As: normal
SPECIAL DEFENSES: evasion, save bonus
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10, very cunning)
MORALE: +1%
SAVES: Poison 16, Petrify 17, Wand 18, Breath 20, Spell 19
VS MAGIC: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: Jinxkin, other (10%), rat empathy
LEVEL: I (XP 7 + 1 per hp)
inxkins look as if they are diminutive humans wearing baggy clothing and ill-fitting leather helmets. Closer inspection will show that the baggy 'garments' are actually the creatures' lumpy and many-folded skins, while the 'helmets' are in reality the pointed and evilly-visaged heads - all leathery and smooth. The limbs of these creatures are knotty and bowed, with hands and feet tipped with thick nails which are always filthy but nimble.
Jermlaine, or jinkins, sometimes known as bane-midges, dwell in elaborate tunnel and den warrens beneath the ground - often very deep beneath the surface. These evil runts are cowardly and will attack only when it seems probable that they can overwhelm victims without serious opposition. Jinxkins thus waylay weakened and wounded parties or single individuals who are unwary, asleep etc. While strong groups or alert adventurers will not be physically attacked, jermlaine bands will certainly seek to cause them harm and otherwise injure them out of sheer maliciousness. This injury to the adventurers brings both personal gain to the jermlaine and the possibility of eventual gain of new victims. Their favoured attack method is ambush with pit or net, however, taking victims alive.
The grey-brown warty hide of jermlaine blends with earth and stone, and they always dress in scraps and rags of the same colouration so that they can remain concealed from view. Coupled with their ability to move quietly, the jinkins are likely to surprise opponents on a roll of 1-5 (d6) and they are 75% undetectable if looked for or listened for, unless the action is done suddenly so as to catch them off their guard.
Although they have weak eyes and their infravision extends only 30-ft, jermlaine have keen hearing and smell, so even invisible creatures are 50% likely to be detected by them under normal dungeon conditions.
Jermlaine typically arm themselves with needle-sharp darts which they can hurl up to 12-ft and cause 1-2 hit points of damage.
In addition to a dart, each minimus carries a pike-like weapon — a 1½-ft long wand of supple wood with a sharp metal tip. This instrument is used as a spear or pike to inflict 1-4 hit points of damage.
In little-used passages, these nasty creatures will laboriously prepare pits covered by camouflaged trapdoors, or string overhead nets entwined with silk from the webs of giant spiders, and lay in wait for passing prey. In more travelled ways, jermlaine will stretch thin but strong cords (often woven of human hair) to trip the unwary. Victims not stunned by the trap are pummeled senseless by bane-midges wielding leathern clubs filled with sand or lead shot while others entwine the prone creatures with ropes and cords.
Note that beating with the clubs has a 2% cumulative chance per blow of knocking the victim unconscious, but those protected by splint, banded or plate mail will not be so attacked. Well-armored victims who cannot be bound fast are attacked to kill — possibly with flaming oil missiles or acid.
Jermlaine are treated as 4 hit dice creatures with respect to the effects of magical attacks and saving throws. Because of their size and quickness, jinkins which save versus attacks which would normally inflict half damage will escape unscathed.
Jermlaine speak their own tongue and their alignment language, and can converse with rats of all sorts. 1 in 10 can speak the Common tongue, and the same probability exists with respect to the languages of dwarves, gnomes, goblins and orcs.
Jermlaine are very fast, moving with a scuttling gait, very quiet, and are masters of remaining unseen. On occasion, however, if a party or individual suddenly becomes still and listens carefully, their movement or twittering, squeaking speech can be detected.
It is 60% probable that bane-midges will be within 60-ft of their lair at any time they are encountered, but the tunnels which give access to such places are twisting mazes and passage is impossible for any creature larger than a gnome — even the latter having to creep and crawl to get through, and of course this exposes the intruder to attack.
If alert creatures should happen to pause near a hidden group of jermlaine, the spiteful things will steal forth and cut belts and straps, packs and seams — typically one such vandalistic act per jinkin, for they act with haste in order to escape unnoticed and unharmed. Their vandalism will usually be noticed only 1-12 turns later, when a weakened strap parts, a seam opens fully etc. Worse still, if packs and other goods are placed out where jinkins can reach them, these monstrous atomites will pollute the water, sour the wine and turn it into vinegar, spoil food, desecrate holy water, steal small items (gems, coins, garlic buds, herbs etc.) wedge daggers or swords so that they are difficult to draw out quickly, cut bow strings, blunt arrows, puncture oil flasks and so on.
If more than 35 of these creatures are encountered, there will be one very old and exceptionally Evil one who has a very wicked power; this individual bane-midge will be able to drain all magic properties from any magical item (except an artifact or relic) which he can handle for 1-4 rounds.
As they mix freely with rats of all sorts, even the giant variety, they are often (75%) found in company with such rodents and are 50% likely to be sharing an integrated system of burrows, tunnels and holes. (If jermlaine are encountered, a percentile die roll of 01-75 indicates that rats (25%) or giant rats (50%) are with them. If the jermlaine are in their lair, it is 50% probable that there will be connecting rat tunnels). This cohabitation extends to all forms of mutual co-operation and defence.
Some victims will be devoured by the jermlaine (or their rat-friends) but most humans will be stripped naked, shaved and left trussed and helpless in the passageway. The jermlaine will usually watch such victims from a safe hide, awaiting the 'fun' of seeing some passing monster come and devour the bound victims.
Lawful Evil Small Fey (humanoid) (2-ft, 16-lbs)
FREQUENCY: Rare
NO. APPEARING: 6-24
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 8
MOVE: 3"
HIT DICE: 1 - 1 (hp 4)
% IN LAIR: 10%
TREASURE TYPE: C
THAC0: 20*
MELEE: bite (1d3) or by weapon
MISSILE: by weapon
SPECIAL ATTACKS: none - Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +1%
SAVES: Poison 16, Petrify 17, Wand 18, Breath 20, Spell 19
LANGUAGES: Mite
LEVEL: I (XP 5 + 1 per hp)
Mites are a mere 2-ft in height, humanoid with large heads and evil faces. Their skin varies in colour from light grey to violet.
They inhabit networks of narrow tunnels above and below main dungeon corridors; their scurrying feet and high-pitched twittering voices can often be heard by roving groups of adventurers. However they are rarely seen and never openly attack.
They will attempt to ensnare the lone adventurer or unwary straggler using trapdoors, nets, tripwires and other such means, bundling their captive off before help arrives. Those captured by mites are robbed, stripped, bound and beaten. Then, somewhat later, they are returned helpless to the main corridor at the mercy of wandering monsters.
In melee, they attack with a nasty bite which can inflict 1-3 hit points of damage.
They have borrowed from their cousins the jermlaine the latter's technique of beating captives with loaded clubs, attempting to stun them, and a victim trapped by their methods will almost certainly (90%) be dealt with in this manner by his mite captors.
Mites are related to jermlaine and snyads. So far as can be detected, they have no language as such — their vocal twittering does not appear to convey more than very rudimentary information.
The entrances to their tunnels are hidden and can only be detected as if they were secret doors. The tunnels are small and difficult of access to those of human build.
Neutral Small Fey (humanoid) (2½-ft, 16-lbs)
FREQUENCY: Uncommon
NO. APPEARING: 1-8
SURPRISE: 33% (-2 segments) — Others +57%
SENSES: infravision
ARMOR CLASS: -4
MOVE: 21"
HIT DICE: 1 - 1 (hp 4)
% IN LAIR: 95%
TREASURE TYPE: J
THAC0: 20*
MELEE: by weapon
MISSILE: by weapon
SPECIAL ATTACKS: none - Hits As: normal
SPECIAL DEFENSES: +3 Dex saves
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +1%
SAVES: Poison 16, Petrify 17, Wand 18, Breath 20, Spell 19
LANGUAGES: Pestie
LEVEL: I (XP 7 + 1 per hp)
Small bipeds, light brown in color and with particularly high Dexterity, pesties live in small passages adjoining dungeon corridors.
The entrances to these tunnels are small and usually concealed behind piles of loose stone, making them difficult to detect even by elves (1 chance in 4 even if a search is being made, or 1 chance in 3 for an elf).
They are totally silent and move with great speed, achieving surprise 90% of the time.
Their sole objective in leaving their tunnels and approaching a party of adventurers is to steal small items of treasure — gems, coins, pieces of jewellery, small weapons and the like. They will never attack and will avoid physical combat if they possible can.
Their high Dexterity gives them a +3 bonus on all saving throws against magical spells which can be dodged.
The snyad is a cousin of the mite and these two types of creatures will often act in co-operation, the mite's skill with traps complementing the high speed of the pestie.
They have no language, so far as can be ascertained, yet a group will work co-operatively together, and they and the mites appear to be able to gain speedy mutual understanding in their common task.