FREQUENCY: Very rare (at best)
FREQUENCY: Very
rare <(at best)> ([Cold Civilized Mountains]), ([Cold Wilderness
Mountains])
FREQUENCY: Very rare <(at best)> ([Temperate
Civilized Mountains])
FREQUENCY: Very rare <(at best)> ([Temperate
Wilderness Mountains])
FREQUENCY: Very
rare <(at best)> ([Tropical Civilized Mountains])
FREQUENCY: Very
rare <(at best)> ([Tropical Wilderness Mountains])
FREQUENCY: Very
rare ([Dungeon Level III])
NO. APPEARING: 4-40
ARMOR CLASS: 6
MOVE: 6"
HIT DICE: 1-1
% IN LAIR: 40%
TREASURE TYPE: Individuals [K]; in lair
[C]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or by weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: S (4' tall)
LEVEL/X.P. VALUE: III | 53 + 1
SAVES: 16.17.18.20.19
This creature looks exactly like a normal
goblin and has all the characteristics of that race (see Goblin)
with one important exception --
it suffers from a curious spatio-temporal
reversal.
It remains a mystery why only goblins
are susceptible to this strange disorder.
Nilbogism (the name given to the disorder)
appears to occur when overly heavy use of magic strains the fabric of the
space-time continuum,
and leads to some very strange localised
events.
The coincidence of conditions which lead
to nilbogism is extremely rare and it is only imperfectly understood.
Although the creature itself does not
in any sense transmit the disorder to those arount it,
some of the effects are transmitted.
Many and varied accounts have been received
about the nature fo the space-time disturbances which take place in the
presence of nilbogs.
Only one factor appears to be common -
the adventurers will have no control over
their own actions and will generally pursue courses of action contrary
to their normal intent;
for example they may feel an overwhelming
compulsion to load all their treasure into an empty treasure chest in the
nilbog lair and leave empty-handed.
There are no saving throws against these
effects,
nor is there any known defence (though
a powerful spell such as a [wish], will, if used properly, have a good
chance of rendering local immunity against the effects).
Another curious feature of the nilbog power
is that the creature gains hit points when it is first struck,
the addition being equal to the intended
damage rolled.
It can only lose hit points by such means
as casting
cure wounds spells on it,
forcibling feeding it healing potions
and so on.
For obvious reasons, encounters with these
strange creatures are dreaded and,
as a result,
normal goblins tend to be treated with
extreme caution lest they turn out to nilbogs.
There appears to be no way of distinguishing
between the two apart from the use of such spells as [commune] or by trial
and error.
So far as is known, no other creature has
been afflicted with nilbogism.
by Roger
Musson
by Nick Best
Q: How do spells affect nilbogs?
Are
there limits on nilbogism
-- such as
range, save, or limits on
total hit
dice or levels affected?
A: "Harmful" magic gives
nilbogs hit points
on a one-for-one basis.
Death magic doubles
a nilbog?s current hit points.
Curative
spells harm nilbogs. Spells
which cause no
damage work normally on
nilbogs. Any
creature that can see or
affect a nilbog is
subject to nilbogism?s peculiar
effects (if it
tries to do anything to
the nilbog). Nilbogism
has no range, level, or
hit dice limits,
or saving throw.
(138.13)
Roger Musson has
had work published frequently
in White
Dwarf and PAN, but his most
notorious contribution
to RPGs
must be the Nilbog,
a monster which appeared
in the FF tome.
It is said to be a
goblin affected
by spatio-temporal inversion,
which gains HP when
it is struck, and can
only be hurt by
casting cure light wounds or
somesuch upon it...
(Imagine #2)