ZORBO

FREQUENCY: Rare
FREQUENCY: Rare ([Dungeon Level V])


FREQUENCY: Rare ([Temperate Wilderness Mountains])
FREQUENCY: Very rare ([Temperate Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness Plains], [Temperate Wilderness Desert])
FREQUENCY: Rare ([Tropical Wilderness Mountains])
FREQUENCY: Very rare ([Tropical Wilderness Hills], [Tropical Wilderness Forest], [Tropical Wilderness Plains], [Tropical Wilderness Desert])

NO. APPEARING: 1-4
ARMOR CLASS: 10 (see below)
MOVE: 15" / 9" <typo?>
HIT DICE: 4+2
% IN LAIR: 30%
TREASURE TYPE: [P], [Q], [X]
NO. OF ATTACKS: 2 claws
DAMAGE/ATTACK: 1-2 each + special
SPECIAL ATTACKS: Absorption
SPECIAL DEFENSES: Absorption
MAGIC RESISTANCE: 20%
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: S (3' tall)
LEVEL/X.P. VALUE: V | 280 + 5

SAVES: 11.12.13.13.14

This carnivorous beast likes human && demihuman flesh.
A zorbo has poor AC and attack damage when first encountered, but it can
absorb the natural armor class of its surroundings in one round: earth =
AC 7; wood = AC 5; metal = AC 3; stone = AC 0.

This new armor class lasts 10 rounds and also gives the zorbo a damage
bonus equal to its original AC 10 minus the new armor class.
When a zorbo hits an opponent it can absorb the armor class and
defensive bonuses of 1 random protective item (armor, shield, ring of
protection, etc.), turning that item to dust (no save). If this would make
the zorbo's current AC worse, the item is destroyed, but the
armor class is not absorbed.

For example, if a zorbo is attacked in a cave
and on the 1st round absorbs the armor class of stone, this gives it armor
class 0 and a damage bonus of armor class 10-0 = 10. The next round it
hits and absorbs its opponent's shield + 2. This gives ita new armor class
of -2 and a damage bonus of +12. The 3rd round it hits the opponent's
plate mail (armor class 3). which turns to dust but does not change the
zorbo's armor class or damage.