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.