FREQUENCY:
Rare
FREQUENCY: Rare ([Dungeon Level III])
NO.
APPEARING: 1 (20-80 see below)
ARMOR
CLASS: 0 (or 8 - see below)
MOVE:
9"
HIT
DICE: 1+1
%
IN LAIR: 20%
TREASURE
TYPE: See below
NO.
OF ATTACKS: 1
DAMAGE/ATTACK:
1-4
SPECIAL
ATTACKS: See below
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: Standard
INTELLIGENCE:
Average
ALIGNMENT:
Chaotic neutral
SIZE:
S (4' tall)
LEVEL/X.P.
VALUE: III | 110 + 2
The
dark creeper (a folk name for the race since the race's name is unknown
and the race language incomprehensible to linguists) is a humanoid,
slightly-built
creature about the same height as a dwarf. <(male
height, female height)>
Members
of the race always dress in sombre, dark-colored clothing, concealing as
much of their pallid skin as possible.
They
detest light and dwell deep underground --
usu.
leading a solitary existence though there have been rumours of underground
villages inhabited by as many as 80 individuals, incl. 20--25% females.
These
villages are always ruled by a dark stalker.
The
dark creeper is particularly fond of small magic 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 pieces
of jewellery on any individual encountered.
In
lair multiply these probable treasure items by the number of male individuals
resident, and add 1-100 pp and 50-500 gp.
The
creeper has the abilities of a Robber (T4) in +addition+ to the ability
to detect magical items at a range of 15'. <>
It
attacks with a normal (or, if one is possessed, a magical) dagger.
Darkness:
The creeper also has the innate power to create magical darkness
three times a day --
when
this power is used, all torches, lanterns and other non-magical sources
of illumination within 50' 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 save vs. 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' of the victim are blinded (save vs. 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.
by
Rik Shepherd