ALCOR
by Michael Persinger




FREQUENCY:  Very rare
NO. APPEARING:  2-8
ARMOR CLASS:  5
MOVE:  9" walking, 24" skiing
HIT DICE:  3
% IN LAIR:  10%
TREASURE TYPE:  K,M
NO. OF ATTACKS:  1 tail strike;
or, 2 claws and 1 bite
DAMAGE/ATTACK:  3-12 or 1-3/1-3/l-4
SPECIAL ATTACKS:  Tail strike, possible
missile fire
SPECIAL DEFENSES:  Nil
MAGIC RESISTANCE:  Standard
INTELLIGENCE:  Animal to low
ALIGNMENT  Neutral
SIZE:  M
PSIONIC ABILITY:  Nil
Attack/Defense Modes:  Nil
LEVEL/X.P. VALUE:  II/65 +3/hp

The alcor is a distant relative of the lizard
man that has adapted itself to life in a frigid
climate. It has earned the nickname ?the
skier? because of the mode of travel it fre-
quently uses. By balancing itself on its
large, flat tail, the alcor can glide across
snow and ice (downhill only; no self-
propulsion is involved) at a 24? movement
rate. It can also move fairly quickly on its
legs, but generally only uses this form of
locomotion for short distances or if travers-
ing flat or rising terrain.

The alcor is carnivorous and primarily
concerned with obtaining food. However, a
few groups (10% chance for each small 
band encountered) are composed of rela-
tively intelligent specimens that have
learned to fashion crude weapons. These
alcors carry small darts and javelins fash-
ioned from sharp stones and wood (doing 1-
3 and 1-6 hp damage respectively) for use as
missile weapons. The more intelligent sorts
will also carry spears for use in close com-
bat. When charging to attack using its
skiing movement, the alcor has a +2 bonus
to hit and does double damage with the
spear. When the charge is complete, the
creature will usually drop its weapon and
engage its opponent with its claws.

The alcor?s razor-sharp claws do 1-3 hp
damage per hit, and it can bite for 1-4 hp
damage. These attacks may be used against
a single foe or divided between two targets
in a round. The creature can also attack
with its tail (when not skiing) at the rate of
one tail-slap every two rounds. A strike by
the tail does 3-12 hp damage, and a target
hit by the tail must save versus petrification
or be knocked down. Opponents of size S
have a -4 penalty to this saving throw, and
those of size L receive a bonus of +5. A
target that is knocked down forfeits any
attack(s) it would otherwise have been
entitled to in the remainder of the current
round, and also cannot attack during the
following round while it regains its feet. All
attacks against a target that has been
knocked down are made at +4 to the at-
tacker?s chance ?to hit.?

If an alcor chooses to attack with its tail,
it cannot use claw or bite attacks in the
same round. If it knocks down an oppo-
nent, it will attack that foe in preference to
any others during the following round.

The two types of alcors will never be
found in the same group or in the same lair,
but if weapon-users and the less intelligent
variety are somehow brought together they
will work in concert against a common
enemy, thereafter going their separate ways
again.
 
 
Dragon magazine - Monster Manual III - Dragon #101