DARK CREEPER

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